Jab’s Builds! (Ash Crimson! Elisabeth! Those From The Past!)

Where in all of your character write ups will go.
Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Koga Shuko

Post by Jabroniville » Thu Aug 15, 2019 8:34 pm

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KOGA SHUKO
Role:
Final Boss
PL 9 (124)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 8 (+14)
Athletics 10 (+13)
Deception 4 (+8)
Expertise (Martial Arts) 5 (+8)
Expertise (Criminal) 7 (+10)
Insight 2 (+5)
Perception 4 (+7)
Persuasion 4 (+8)

Advantages:
Improved Critical (Fireball), Improved Critical (Air Teleport), Improved Critical (Flash Wheel Kick), Improved Critical (Spinning Flash Kick), Improved Initiative, Power Attack, Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]
"Air Teleport Foot Stomp" Teleport 2 (Feats: Change Direction) [5]

"Fireball" Blast 6 (Feats: Accurate, Homing) (Reduced Defenses -2, Diminished Range -1) (8) -- [12]
  • AE: "Air Teleport Foot Stomp & Burn" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6)
  • AE: "Flash Wheel Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Spinning Flash Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Lightning Column" Damage 7 (Extras: Area- 15ft. Cylinder +1/2) (Reduced Defenses -2) (7)
Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Multi-Punch +14 (+4 Damage & Affliction, DC 19 & 14)
Fireball +10 (+6 Ranged Damage, DC 21)
Initiative +10

Defenses:
Dodge +9 (DC 19), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Greed & Power)
Weakness (Predictability)- Koga Shuko 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: 80 / Skills: 44--22 / Advantages: 10 + 10 / Powers: 18 / Defenses: 9 (124)

-Koga Shuko is one of the most boring-looking Fighting Game Final Bosses ever- just some middle-aged man with a goatee and a purple martial arts outfit. He has a ton of cheeseball moves, though, such as a Teleport attack, Multiattacks, huge Fireballs (that can track you!), and an Area Attack. The movie version was played by Robert Patrick, and was your standard "pretends to be a humble businessman".

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Double Dragon V

Post by Jabroniville » Fri Aug 16, 2019 1:53 am

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DOUBLE DRAGON V- THE SHADOW FALLS (1994):
-With the fifth game, they actually switched genres from the then-tired Beat 'Em Up genre. See, by 1994, the biggest games on the market were the Street Fighter II series, and the Mortal Kombat series. SNK was also doing quite bitching work with Fatal Fury, The King of Fighters, and Samurai Shodown. In other words, fighting games were THE SHIT in this time period, and soon you had every company worth a dime (and some that weren't) jumping on the Fighter Bandwagon, pumping out the new fad in gaming- Fighting Games had almost replaced Action Platformers as the "default" type of generic game, resulting in varied, sometimes-good/sometimes-crap stuff like TMNT Tournament Fighters, ClayFighter, Eternal Champions, Brutal Paws of Fury... and this game. And so Double Dragon V came to be a 2-D 16-bit Fighting Game, released for the current systems (Super NES, Sega Genesis- later Atari Jaguar, because y'know those "64-bit" graphics totally did justice to this game). Hilariously, the 64-bit system dropped THREE CHARACTERS (Blade, Trigger Happy & Icepick). It was based off of the Double Dragon cartoon series I had somehow never known existed until I was an adult.

Was the game good? Oh no- it was basically your everyday generic fighter that was just thrown together- some interesting character designs, but most everyone looked like a big puffy Roid Monster with generic designs and no interesting stuff about them. Billy & Jimmy in particular were lantern-jawed heroes dressed like Kenshiro from Fist of the North Star, and had goofy-ass heroic voices bellowing out "I WIN!" after being victorious. I wouldn't say it was BAD, but I only rented it once and it certainly didn't impress overly much. Keep in mind that while Fighting Games were ridiculously common and generic, it was REALLY goddamn clear that only a few companies could make awesome ones, and the fans noticed. The "Best Platformer" award was never as easy to give out as the "Best Fighter" was- it was Capcom or SNK, and that was that. The game received poor reviews, and never got a sequel- in fact, it pretty well killed the franchise.

Altogether, there were Billy & Jimmy Lee, eight other fighters, and two Bosses, making for a solid roster of 12 guys (about normal for most second-tier Fighting Games).

The Roster:
Billy Lee- The Good Son.
Jimmy Lee- The Bad Son, raised to be a Shadow Warrior, but turned good. He was more reckless than Billy as a result.
Bones- Rock & Roll Skeleton (pre-dating Lord Raptor of DarkStalkers fame!)
Sickle- Generic Bad Guy w/ Weapon.
Jawbreaker- Dumb Musclehead.
Icepick- Computer Guy with Sword.
Countdown- Cyborg w/ Rockets & Lasers.
Sekka- Lady Cyborg w/ Wolverine Claws.
Trigger Happy- Brutish Blaster.
Blade- Cyborg (based off of the generic Mooks in the cartoon).
Dominique- Dominatrix Sub-Boss.
Shadow Master- Final Boss. Leader of the Shadow Warriors.

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Billy Lee

Post by Jabroniville » Fri Aug 16, 2019 1:57 am

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BILLY LEE (Double Dragon V)
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: The Hero
PL 8 (131)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+13)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+13)
Expertise (Streetwise) 5 (+6)
Insight 4 (+6)
Intimidation 4 (+6)
Investigation 3 (+5)
Perception 5 (+7)
Persuasion 2 (+4)

Advantages:
Agile Feint, Assessment, Equipment (Sword +2), Great Endurance, Improved Critical (Unarmed) +1, Improved Critical (Dragon Shock), Improved Critical (Dragon Slice), Improved Disarm, Improved Initiative, Improvised Weapon, Power Attack, Ranged Attack 4, Set-Up, Takedown 2, Teamwork

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]
Features 1: Adds Weapon Damage to Special Moves [1]

"Dragon Shock!" Chi Blast 4 (Reduced Defenses 2, Diminished Range) (3) -- [4]
  • AE: "Dragon Slice" Strength-Damage +2 (Inaccurate) (1)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Sword +11 (+5 Damage, DC 20)
Dragon Slice +9 (+7 Damage, DC 22)
Dragon Shock +8 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +6, Will +8

Complications:
Motivation (Marian)- Both brothers love Marian, and her continual kidnappings and/or murders at the hands of the Shadow Warriors often leaves them going on super-rampages through the gritty wastelands of the world for revenge.
Enemy (Machine Gun Willy)
Responsibility (Protecting Hometown)
Weakness (Predictability)- Billy & Jimmy 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 they tru the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to their Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 40--20 / Advantages: 19 + 9 / Powers: 6 / Defenses: 15 (131)

-In Double Dragon V, Billy & Jimmy have been transformed into head-swap twins with top-heavy physiques and SWORDS for some freaking reason. This shifts their stats around a bit, as you have to kind of do a Samurai Shodown thing with them, as they do more baseline damage now. Their designs are pretty horrible, as Billy is now wearing the same outfit as Kenshiro from Fist of the North Star, right down to the color scheme (torn blue shirt).

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Jimmy Lee (DDV)

Post by Jabroniville » Fri Aug 16, 2019 6:37 am

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JIMMY LEE (Double Dragon V)
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Former Villain
PL 8 (130)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 7 (+13)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+13)
Expertise (Criminal) 5 (+6)
Insight 4 (+5)
Intimidation 6 (+8)
Investigation 3 (+5)
Perception 5 (+6)
Persuasion 2 (+4)

Advantages:
Agile Feint, Assessment, Equipment (Sword +2), Great Endurance, Improved Critical (Unarmed) +1, Improved Critical (Dragon Fire), Improved Critical (Dragon Slice), Improved Disarm, Improved Initiative, Improvised Weapon, Power Attack, Ranged Attack 4, Set-Up, Takedown 2, Teamwork

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]
Features 1: Adds Weapon Damage to Special Moves [1]

"Dragon Fire!" Chi Blast 4 (Reduced Defenses 2, Diminished Range) (3) -- [4]
  • AE: "Dragon Slice" Strength-Damage +2 (Inaccurate) (1)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Sword +11 (+5 Damage, DC 20)
Dragon Slice +9 (+7 Damage, DC 22)
Dragon Fire +8 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +6, Will +8

Complications:
Motivation (Marian)- Both brothers love Marian, and her continual kidnappings and/or murders at the hands of the Shadow Warriors often leaves them going on super-rampages through the gritty wastelands of the world for revenge.
Enemy (Machine Gun Willy)
Responsibility (Protecting Hometown)
Weakness (Predictability)- Billy & Jimmy 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 they tru the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to their Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 60 / Skills: 42--21 / Advantages: 19 + 9 / Powers: 6 / Defenses: 15 (130)

-Jimmy Lee is now a bit different from his brother, being made into the impulsive member of the Shadow Warriors at first. He turns good and allies with Billy, but it alters his baseline skills a bit.

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Ares
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Re: Jab’s Builds! (Rebecca! Duke! Koga Shuko! Double Dragon V!)

Post by Ares » Fri Aug 16, 2019 2:28 pm

These re-designs of Billy and Jimmy are based off of the Double Dragon animated series. In that show, the pilot episode was a quasi-faithful adaptation of the game (including Abobo and Willy) , but had Billy and Jimmy separated at birth, one raised by a good, wise martial arts master, the other by the Shadow Warriors. Jimmy initially tried to play it off like he was a good guy, but was revealed to be the "Shadow Boss" by the end of the episode, with the idea apparently in place for the series for the brothers to oppose each other for the length of the series.

When the series proper starts, Jimmy is revealed to serve under the Shadow Master, who truly runs the Shadow Warriors. Abobo and Willy are essentially killed off for their previous failure, Shadow Master brings in a new batch of series original villains, and Jimmy winds up switching sides to fight alongside Billy. The two get a pair of magical swords that work only for them, and when they do a "Power of Grayskull/Fusion Dance" type chant that ends with their swords touching, they get transformed into essentially Power Ranger style superheroes, calling themselves the Double Dragons.

The rest of the series is the pair thwarting the Shadow Master's scheme of the week and slowly amassing a group of series original heroes to help them out. And naturally, these characters got turned into toys, and since they were original characters they didn't cost as much as licensed characters.

It wasn't precisely bad, pretty much an example of standard 90s action animation, but it had VERY little to do with the games past the pilot.

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KorokoMystia
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Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Rebecca! Duke! Koga Shuko! Double Dragon V!)

Post by KorokoMystia » Fri Aug 16, 2019 3:50 pm

Ares wrote:
Fri Aug 16, 2019 2:28 pm
These re-designs of Billy and Jimmy are based off of the Double Dragon animated series. In that show, the pilot episode was a quasi-faithful adaptation of the game (including Abobo and Willy) , but had Billy and Jimmy separated at birth, one raised by a good, wise martial arts master, the other by the Shadow Warriors. Jimmy initially tried to play it off like he was a good guy, but was revealed to be the "Shadow Boss" by the end of the episode, with the idea apparently in place for the series for the brothers to oppose each other for the length of the series.

When the series proper starts, Jimmy is revealed to serve under the Shadow Master, who truly runs the Shadow Warriors. Abobo and Willy are essentially killed off for their previous failure, Shadow Master brings in a new batch of series original villains, and Jimmy winds up switching sides to fight alongside Billy. The two get a pair of magical swords that work only for them, and when they do a "Power of Grayskull/Fusion Dance" type chant that ends with their swords touching, they get transformed into essentially Power Ranger style superheroes, calling themselves the Double Dragons.

The rest of the series is the pair thwarting the Shadow Master's scheme of the week and slowly amassing a group of series original heroes to help them out. And naturally, these characters got turned into toys, and since they were original characters they didn't cost as much as licensed characters.

It wasn't precisely bad, pretty much an example of standard 90s action animation, but it had VERY little to do with the games past the pilot.
Jimmy was also voiced by Scott McNeil, so that's something. Oh yeah, it also reminds me of the bizarreness of the Battletoads/Double Dragon game. It seems the developers, Rare, weren't that familiar with the Double Dragon series, so while Abobo was pretty accurate, the other Double Dragon bosses were weird amalgamation characters that didn't exist in the series, like "Roper", who's clearly supposed to be Willy but named after one of the Mooks instead, and the "Shadow Boss", which is confusing because as said, Jimmy was the Shadow Boss in the NES version of the first game and the cartoon, but he's a separate character in Battletoads/Double Dragon, so it's just some guy who's never appeared before but is treated as the duo's arch enemy regardless. He also seems to have some traits of Burnov, since he's a big buff masked dude wearing spiked armor.

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Sickle

Post by Jabroniville » Sat Aug 17, 2019 12:25 am

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SICKLE
Role:
Background Nobody, Master of Disguise
PL 7 (105)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 8 (+10)
Deception 8 (+10)
Expertise (Criminal) 4 (+4)
Insight 4 (+4)
Intimidation 5 (+5)
Perception 2 (+2)

Advantages:
Equipment (Bladed Arms +2- Split), Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Blades), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

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

"Whirlwind Slice" 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: "Energy Blade" Blast 4 (Reduced Defenses 2, Diminished Range) (3)
    AE: "Buzzsaw" Strength-Damage +2 (Inaccurate) (1)
  • AE: "Flying Cartwheel Sawblade" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate) (2)
Offense:
Unarmed +10 (+2 Damage, DC 17)
Arm Blades +10 (+4 Damage, DC 19)
Special Moves +8 (+6 Damage, DC 21)
Whirlwind Slice +9 (+4 Damage & Affliction, DC 19 & 14)
Energy Blade +8 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Greed)
Weakness (Predictability)- Sickle 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 they tru the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to their Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 52 / Skills: 38--19 / Advantages: 5 + 9 / Powers: 10 / Defenses: 10 (105)

-Sickle has a flat-out awful design- a short, squat, big-jawed bald guy with pointy wings on his arms that are actually supposed to be sawblades, allowing him to turn into a spinning blade for his Anti-Air attack, as well as shoot out Energy Blasts. In the show, he's supposed to be a Master of Disguise, wearing costumes good enough to fool the Lee brothers.
Last edited by Jabroniville on Sat Aug 17, 2019 2:26 am, edited 1 time in total.

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Blade

Post by Jabroniville » Sat Aug 17, 2019 2:22 am

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BLADE
Role:
Background Nobody
PL 7 (100)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 7 (+11)
Athletics 8 (+10)
Deception 2 (+2)
Expertise (Criminal) 4 (+4)
Expertise (French Cuisine) 4 (+4)
Intimidation 5 (+5)
Perception 2 (+2)

Advantages:
Close Attack, Equipment (Bladed Gloves +1- Split), Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Blades), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
Features 1: Adds Weapon Damage to Special Moves [1]
"Torpedo Jump" Leaping 1 (15 feet) [1]

"Blade Overdrive" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [7]
  • AE: "Torpedo/Whirlwind Kick" Strength-Damage +2 (Inaccurate) (1)
Offense:
Unarmed +10 (+3 Damage, DC 18)
Arm Blades +10 (+4 Damage, DC 19)
Special Moves +8 (+6 Damage, DC 21)
Blade Overdrive +9 (+4 Damage & Affliction, DC 19 & 14)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4 (+5 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Greed)
Weakness (Predictability)- Blade 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 they tru the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to their Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 50 / Skills: 32--16 / Advantages: 6 + 9 / Powers: 9 / Defenses: 10 (100)

-Blade is a generic-looking mook who looks like a comic book character- muscular, brightly-colored military fatigues (he going camouflage in Prince's change room?), and a helmet. The reason for his looking generic is that he's actually based off of the generic "Shadow Warrior" soldiers that are the Shadow Master's henchmen in the show! They just took the design and made him a regular guy! And sadly, that actually makes him one of the better looking characters in this game. He was removed from the Jaguar release of the game.

-Blade's weapons are two tiny talons on the backs of his gloves, and he fights like E.Honda, packing a Multiattack and a "Torpedo" move that crosses the screen.

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Trigger Happy

Post by Jabroniville » Sat Aug 17, 2019 5:36 am

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TRIGGER HAPPY
Role:
Background Nobody
PL 7 (101)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 6 (+10)
Athletics 7 (+10)
Expertise (Criminal) 4 (+4)
Expertise (Military) 6 (+6)
Intimidation 5 (+5)
Perception 2 (+2)

Advantages:
Close Attack, Improved Critical (Gunshot), Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Powerful Fighter" Strength-Damage +1 [1]

"Fire Blaster" Blast 6 (Reduced Defenses 2, Inaccurate -1, Diminished Range -1) (6) -- [9]
  • AE: "Gunshot" Blast 4 (Reduced Defenses 2) (4)
  • AE: "Burning Kickback Punch" Strength-Damage +2 (Feats: Reach) (Inaccurate) (2)
  • AE: "Rocket Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate) (2)
Offense:
Unarmed +10 (+4 Damage, DC 19)
Special Moves +8 (+6 Damage, DC 21)
Gunshot +8 (+4 Ranged Damage, DC 19)
Fire Blaster +6 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4 (+5 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Greed)
Weakness (Predictability)- Trigger Happy 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 they tru the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to their Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 50 / Skills: 30--15 / Advantages: 7 + 9 / Powers: 10 / Defenses: 10 (101)

-Trigger Happy is another big, dumb-looking mook- this one walks around shirtless, packing an arm that looks like a big cannon. He was removed from the Jaguar release of the game. Like Jawbreaker, he has two different kinds of Blasts- a slow-moving gunshot, and a red, round fireball. I changed up the amount of damage and the accuracy, then added in his Anti-Air uppercut, and his "Burning Kickback Punch" (his cannon turns red and he lashes out with it).
Last edited by Jabroniville on Sat Aug 17, 2019 6:46 am, edited 1 time in total.

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

Re: Jab’s Builds! (Rebecca! Duke! Koga Shuko! Double Dragon V!)

Post by Jabroniville » Sat Aug 17, 2019 6:43 am

Ares wrote:
Fri Aug 16, 2019 2:28 pm
These re-designs of Billy and Jimmy are based off of the Double Dragon animated series. In that show, the pilot episode was a quasi-faithful adaptation of the game (including Abobo and Willy) , but had Billy and Jimmy separated at birth, one raised by a good, wise martial arts master, the other by the Shadow Warriors. Jimmy initially tried to play it off like he was a good guy, but was revealed to be the "Shadow Boss" by the end of the episode, with the idea apparently in place for the series for the brothers to oppose each other for the length of the series.
Yeah, I mentioned the "based off of" thing in my bio for the series, but only halfway through. I maybe shoulda emphasized that more.
When the series proper starts, Jimmy is revealed to serve under the Shadow Master, who truly runs the Shadow Warriors. Abobo and Willy are essentially killed off for their previous failure, Shadow Master brings in a new batch of series original villains, and Jimmy winds up switching sides to fight alongside Billy. The two get a pair of magical swords that work only for them, and when they do a "Power of Grayskull/Fusion Dance" type chant that ends with their swords touching, they get transformed into essentially Power Ranger style superheroes, calling themselves the Double Dragons.
I read a quick Wikipedia summation of the show, and apparently a new villain took over later on, unseating the Shadow Master.
It wasn't precisely bad, pretty much an example of standard 90s action animation, but it had VERY little to do with the games past the pilot.
Watching bits and pieces of the Pilot Episode made me want to die, complete with "black kid Audience Insert Character", Marian being useless, the burly he-men voices used for Billy, and the awful animation. I was gonna add "there's a reason why a whole shitload of people became anime fans at this precise time period in the 1990s".

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Sekka

Post by Jabroniville » Sat Aug 17, 2019 6:46 am

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SEKKA
Role:
The Chick
PL 7 (108)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 8 (+13)
Athletics 9 (+11)
Close Combat (Unarmed) 1 (+12)
Deception 4 (+8)
Expertise (Criminal) 4 (+4)
Expertise (TV Personality) 3 (+7)
Perception 5 (+6)
Stealth 4 (+9)

Advantages:
Agile Feint, Equipment 1 (Hand Claws +1- Split), Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Claws), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

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

"Claw Roll Attack" Strength-Damage +2 (Inaccurate) (1) -- [2]
  • AE: "Clawvault Boomerang Kick" Strength-Damage +2 (Inaccurate) (1)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Claws +11 (+3 Damage, DC 18)
Special Moves +10 (+4 Damage, DC 19)
Claw Specials +9 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Sekka only works for the Shadow Warriors for money- she would turn on them in a heartbeat.
Weakness (Predictability)- Sekka 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: 58 / Skills: 38--19 / Advantages: 6 + 9 / Powers: 3 / Defenses: 13 (108)

-Sekka is the only playable female character to start the game (Dominique is the Sub-Boss), and is also a ninja with clawed gloves. She has an E.Honda like "fly across the screen" move, just like Blade, and also a Vega-style claw-assisted spring off the side of the screen. She is said to be a TV personality who joined with the Shadow Warriors for money, making her more neutrally greedy than a loyal follower of Shadow Master. She only appears in the video game, and is not from the cartoon- probably too clever an idea.

-All of Sekka's moves are just "like regular attacks, but better", letting her alternate between two kinds of specials- unarmed and claw-based.

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

Re: Jab’s Builds! (Rebecca! Duke! Koga Shuko! Double Dragon V!)

Post by Jabroniville » Sat Aug 17, 2019 6:48 am

Annoying, Double Dragon V is one of those Fighting Games where it's hard to find good playthroughs on YouTube- mostly it's just guys spamming the same couple of moves over and over again. It took quite some time before I saw most of a guy's offense being shown, and in some cases, I STILL had to guess. As a result, I hate this game more than ever.

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HalloweenJack
Posts: 1136
Joined: Sat Nov 05, 2016 8:50 pm

Re: Jab’s Builds! (Rebecca! Duke! Koga Shuko! Double Dragon V!)

Post by HalloweenJack » Sat Aug 17, 2019 5:46 pm

I forgot how claw-happy those characters seemed to be.

It was definitely the 90s

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Jawbreaker

Post by Jabroniville » Sat Aug 17, 2019 8:25 pm

Image

JAWBREAKER
Role:
Powerhouse
PL 7 (87)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Acrobatics 5 (+9)
Athletics 6 (+10)
Expertise (Criminal) 4 (+3)
Intimidation 7 (+6)

Advantages:
Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]

"Loogie Hock/Ground Spark" Blast 4 (Feats: Variable- Energy/Snot) (Reduced Defenses 2, Diminished Range) (4) -- [6]
  • AE: "Flying Headbutt" Strength-Damage +2 (Inaccurate) (1)
  • AE: "Tongue Attack" Strength-Damage +0 (Feats: Reach) (1)
Offense:
Unarmed +9 (+5 Damage, DC 18)
Special Moves +7 (+7 Damage, DC 22)
Whirlwind Slice +9 (+5 Damage & Affliction, DC 20 & 15)
Loogie Hock +8 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4 (+5 D.Roll), Fortitude +6, Will +4

Complications:
Disabled (Wild)- Jawbreaker possesses limited mental and vocal capabilities, and is easily led by others.
Weakness (Predictability)- Jawbreaker 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 they tru the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to their Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 46 / Skills: 22--11 / Advantages: 5 + 9 / Powers: 7 / Defenses: 11 (87)

-This complete mess of a design is to me the purest sign of how bad Double Dragon V sucked- I mean, this is the game's POWERHOUSE. In a series that includes Abobo, the most legendary of all big, tough, bad guys. And the best they could come up with for "Muscular Henchman" was this short, squat dude with a big chin? The cartoon had Abobo exiled into a portal in the first couple of episodes, leaving only this dumb tough left. Jawbreaker was depicted with borderline animalistic intelligence, being addled-brained and prone to grunting and roaring like a wild beast. He eventually turned on the Shadow Warriors when he befriended the mayor's blind daughter.

-And they aren't even consistent with his fighting style! He's muscular... but his moves are fast and tactical-themed Blasts? A ground one and a standard one?

Jabroniville
Posts: 12577
Joined: Fri Nov 04, 2016 8:05 pm

Bones

Post by Jabroniville » Sat Aug 17, 2019 11:52 pm

Image
Image

BONES
Role:
Fighting Skeleton
PL 7 (101)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 7 (+11)
Athletics 8 (+10)
Deception 4 (+4)
Expertise (Criminal) 4 (+4)
Expertise (Rock 'n' Roll) 6 (+6)
Expertise (Valet) 4 (+4)
Intimidation 5 (+5)
Perception 2 (+2)

Advantages:
Close Attack 2, Equipment 2 (Gun- Blast 4- Reduced Defenses -1), Improved Critical (Eye Beam), Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Eye Beam/Skull Toss" Blast 4 (Feats: Variable- Bludgeoning or Laser) (Reduced Defenses 2, Diminished Range) (4) -- [5]
  • AE: "Long Arm Lash" Strength-Damage +2 (Feats: Reach 2) (Inaccurate) (3)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Long Arm Lash +10 (+4 Damage, DC 21)
Blasts +8 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Greed)
Disabled (Poor Stealth)- Bones rattles when he walks.
Weakness (Predictability)- Bones 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 they tru the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to their Active Defenses in that round. All will decrease by 2 every successive round the same move is done. However, he may use his Blasts as much as he likes.

Total: Abilities: 46 / Skills: 40--20 / Advantages: 8 + 9 / Powers: 5 / Defenses: 14 (101)

-Bones has one of the most inventive designs of the cast- a bronzed skeleton wearing a pink shirt, he fights using a frickin' gun, and one of his moves involves using his own head as a melee weapon. He was invented for the game, which probably explains why he looks clever compared to everyone else. His origin is that he was the valet to King Sargon II (now THAT's an obscure historical reference!), being brought back to life by Shadow Master for some reason. Did they need a valet? Because they just gave him a gun and a love for rock & roll.

-Bones has a ton of different kinds of Blasts, owing to being able to shoot his gun, throw his own head, or shoot a beam out of his eyes.

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