Taros' Tokusatsu Builds (Battle Fever J! Secret Society Egos! Salomé! Egos Kaijin! Devil Robots! Cutmen!)

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OwOMotaros
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Kazuya Taki

Post by OwOMotaros »

Ok, ok, I can't resist any longer. I did get a lot more work done before breaking this time though, so let's begin the Kamen Rider section of the backtracking with....an ally!

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"There once was a man named Kamen Rider! Like you, he had his body changed into a monster by these bastards! But, he used that body of his to fight evildoers! Without reward! Not for himself! For others! And right now, its still the same! Right now, he's fighting somewhere out there! What do you think, Spike? Isn't that a great story? You're the same! Aren't you going to be those kids' dream?" - Taki, appealing to the mind of a young friend of his, who has been altered by an American Shocker Branch into a bat-monster

Kazuya Taki

PL 8 (137 PP)

Identity: Kazuya Taki
Gender: Male
Age: Unknown (Same age range as Riders 1 and 2)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: F.B.I, Kamen Riders, Tachibana Racing Club (Formerly)
Base Of Operations: Mobile

Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 3
Fighting 8, Intellect 3, Awareness 3, Presence 3

Advantages
Accurate Attack, All-Out Attack, Benefit 1 (F.B.I Agent), Connected, Contacts, Equipment 7 (Pistol +5, Motorcycle), Improved Initiative 1, Languages 2 (Japanese (Base), Several Others), Leadership, Move-By Action, Power Attack, Ranged Attack 3, Set-Up 1, Takedown 1, Teamwork, Well-Informed
Equipment

Service Pistol: Blast 5 (Ballistic, DC 20).

Undercover Vest: Subtle 1 Protection 2, Limited to Ballistics.

Motorcycle (PL 8 (4 PP/18 EP))
Medium
Strength 1
Speed 6 (1,800 fpr/120 mph)
Defense +8 (DC 18)
Toughness 8
Skills
Acrobatics 5 (+8 Total)
Athletics 6 (+8 Total)
Close Combat: Unarmed 4 (+12 Total)
Deception 7 (+10 Total)
Expertise: Current Events 5 (+8 Total)
Expertise: F.B.I Agent 7 (+10 Total)
Expertise: Streetwise 5 (+8 Total)
Insight 5 (+8 Total)
Intimidation 4 (+7 Total)
Investigation 6 (+9 Total)
Perception 4 (+7 Total)
Persuasion 5 (+8 Total)
Ranged Combat: Firearms 4 (+10 Total)
Sleight of Hand 2 (+5 Total)
Stealth 5 (+8 Total)
Technology 5 (+8 Total)
Treatment 2 (+5 Total)
Vehicles 8* (+11 Total, 2 Ranks Limited to Motorcycles)

Offense
Initiative +7
Unarmed +12 | Close, Damage 2
Service Pistol +10 | Blast 5

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 3/5, Will 10

Abilities 56, Powers 0, Advantages 25, Skills 44, Defenses 17 = 137 PP

________________________________________________________________________________________________________________________

Complications

Personality - Kazuya shares the same traits as the Riders he's surrounded by; brave, kind, and selfless in the face of threats to humanity.

Duty - Kazuya is a skilled and respected F.B.I Agent, and is bound to the agency's rules and regulations.

Background: Kazuya Taki, the Riders' best friend. An F.B.I Agent, and Takeshi Hongo's former racing rival, Taki was assigned to Japan by the F.B.I to investigate Shocker Japan and the rumored 'Kamen Rider'. Quickly discovering the Kamen Rider to be quite real, Taki would follow Rider 1 on a few adventures before assisting his successor, Kamen Rider 2, as he took Rider 1's place in Japan. Fighting alongside both Riders, and assisting in the takedown of both Shocker and the sequel organization, Gel-Shocker, Taki would be recalled to America. It would not be long before he would fight with his Rider allies again, as he became central to the events of Kamen Rider Spirits, even becoming somewhat of a Rider himself.

Notes: Kazuya Taki, in the original series, is probably the most capable hero aside from the Riders; a well-trained F.B.I Agent, capable of taking on multiple Shocker Combatants on his own while the Riders take on the monsters. Armed with a basic service pistol, and a motorcycle, he's a decent, capable fighter on his own, but without the Riders backing him up, he doesn't stand much of a chance, which led him to....

Image
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Taki Rider

PL 9 (+18 PP)

Defenses
Dodge +3, Parry +3

Advantages
Equipment +9
Equipment

Stun Boots: Strength-Damage +6 (Electrical/Force, DC 23), Linked Cumulative Affliction 4 (Electrical, DC 14 Fortitude, (Dazed/Stunned/Incapacitated), A.E (Blast Knuckles: Penetrating 3 Strength-Damage +5 (Ballistic, DC 22)

SPIRIT Shotgun: Extended Range 1 Penetrating 8 Blast 8 (Ballistic, DC 23)

Taki-Rider Armor: Enhanced Intimidation 3, Protection 3
Skills
Acrobatics 2 (+10 Total)
Athletics 2 (+10 Total)
Close Combat: Custom Weapons 2 (+10 Total)

Abilities +0, Powers +0, Advantages +9, Skills +3, Defenses +6 = +18 PP

________________________________________________________________________________________________________________________

After discovering a Shocker Cell in New York City, responsible for transforming dozens of civilians, including children, into bat-monsters, Taki took it upon himself to try to stop Shocker, donning a set of motorcycle gear, plated armor, and a skull-faced helmet to become Taki Rider (A homage to the creator of Kamen Rider and Super Sentai, Shotaro Ishinomori's previous creation, Skull Man). Wielding brass knuckles spiked with shotgun shells, and with boots charged with stun guns, Taki held off the bat-monsters for a time, being saved at the last moment by the arrival of Rider 1, and used this form to lead the SPIRITS squad into battle against the Badan Empire alongside the first 10 Showa Riders.

As Taki Rider, Taki is a bit more capable, armed with special, homemade weaponry and a special, more powerful shotgun (a creation of Riderman). Still not able to stand up to any major threats, but definitely able to engage weaker monsters on a nearly-even footing.
Last edited by OwOMotaros on Thu Feb 02, 2023 5:02 am, edited 5 times in total.
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Zol Taisa/Ōgon Ōkami Otoko

Post by OwOMotaros »

Alright, with Taki out of the way, I give you Shocker's first general...

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Zol Taisa (Colonel Zol)

PL 7 (173.5 PP)

Identity: Colonel Bakarashin Iinodevitch Zol
Gender: Male
Age: Unknown (Active during WWII)
Height: 1.65 meters (5'4")
Weight: 80 kg (176 lbs)
Eyes: Black
Hair: Black
Group Affiliation: Shocker, Destron, Nazis (Formerly)
Base Of Operations: Shocker Japan Branch, Shocker Middle East Branch (Formerly)

Abilities
Strength 4, Stamina 5, Agility 4, Dexterity 2
Fighting 9, Intellect 5, Awareness 4, Presence 5

Powers

Shocker Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Wolfman). Total: 16

Disguise Mastery: Continuous Morph 2 (Same Size/Gender), Deception Check Required 4, Increased Action 2 (Free to Standard), Removable. Total: 5

Advantages
Assessment, Benefit 3 (Shocker General), Connected, Contacts, Equipment 10 (Riding Crop (Smashing, +1), 48 points for assorted items/vehicles), Fearless, Improved Defense, Improved Disarm, Improved Initiative 1, Jack-Of-All-Trades, Languages 2 (German (Base), Japanese, Various European/Middle Eastern Languages), Leadership, Move-By Action, Ranged Attack 6, Taunt, Well-Informed

Skills
Acrobatics 3 (+7 Total)
Athletics 4 (+8 Total)
Deception 8 (+13 Total)
Expertise: Shocker Executive 8 (+13 Total)
Expertise: Soldier 3 (+8 Total)
Insight 5 (+9 Total)
Intimidation 5 (+10 Total)
Investigation 3 (+8 Total)
Perception 4 (+8 Total)
Persuasion 6 (+11 Total)
Stealth 4 (+8 Total)
Technology 2 (+7 Total)
Treatment 1 (+6 Total)
Vehicles 5 (+7 Total)

Offense
Initiative +4
Unarmed +9 | Close, Damage 4
Riding Crop +9 | Smashing Strength-Based Strike 5

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 5, Will 9

Abilities 76, Powers 21, Advantages 33, Skills 30.5, Defenses 13 = 173.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - Zol is a loyal commander, but the worst type of person: a literal Nazi.

Disabled - Zol lost his left eye in the War, but whether he lacks that eye after becoming a Shocker Cyborg, or if he's just wearing the eyepatch to look cool, is unknown.

Background: Colonel Bakarashin Iinodevitch Zol, Shocker's Golden Wolfman. The leader of Shocker's Middle East Branch and a former Nazi Officer, Colonel Zol was summoned to Japan by the Great Leader to improve their success rate against the Kamen Rider. After a variety of schemes, including; kidnapping all of Japan's smartest children to hypnotize them into joining "Junior Shocker", attempting to create "electric-humans", imbued with latent electricity, for use in covert assassinations, transforming an ancient carnivorous plant into a Shocker Cyborg, for use in kidnapping women, attempted to nuke the major fault line running through Japan, in an attempt to leave the country in chaos, unable to resist Shocker invasion. Regardless to say, Kamen Rider 2 foiled all of their plans, eventually driving Zol to his final plan: Operation Wolfman, where Shocker tried to create an army of Nazi Werewolf Cyborgs (Dear God I love this franchise). Zol himself was the final result of this operation, becoming the Golden Wolfman. Even as a Nazi Werewolf Cyborg, Zol could not hold up against the Kamen Rider, and was killed by his Rider Punch on Christmas Day. Replaced by Dr. Shinigami after his death, Colonel Zol was mostly forgotten, until being revived, alongside Shocker's other generals, in the events of Kamen Rider V3 by Doctor G as part of Destron's schemes. As expected, their revival was short-lived, as Destron's base was accidentally set to self-destruct during a raid by V3.

Notes: In his human form, Zol is a capable, if underwhelming, military commander. A capable PL 7 melee fighter, Zol proved able to even fend off the skilled Taki and untransformed Rider 2 at the same time (though definitely on the defensive), with solid mental stats, with especially high Deception, allowing him to utilize Disguise Mastery, which he most prominently used to disguise himself as Kazuya Taki, even tricking Rider 2 for most of the episode. Though, as with most characters, he's not at his peak in his human form. Speaking of.....

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Ōgon Ōkami Otoko (Golden Wolfman)

PL 10 (250.5 PP)

Abilities
Strength 7, Stamina 10, Agility 5, Dexterity 2
Fighting 10, Intellect 5, Awareness 4, Presence 5

Powers

Shocker Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Wolfman). Total: 16

Cybernetic Wolfman: Immunity 5 (Environmental Conditions 5), Leaping 2 (30-ft), Impervious Toughness 9, Movement 1 (Wall-Crawling 1), Speed 2 (120-fpr/8 mph). Total: 20

Wolf Senses: Senses 9 (Visual 2 (Extended 1 (-1/100) Low-Light Vision 1)), (Hearing 3 (Extended 2 (-1/1,000) Ultra-Hearing 1)), (Scent 4 (Acute 1 Extended 2 (-1/1,000) Tracking 1)). Total: 9

Missile-Claws: Multiattack Blast 7 (Piercing, DC 22), (A.E (Natural Weapons - Claws: Dangerous 1, +1 Strength-Damage)). Total: 22

Advantages
All-Out Attack, Assessment, Benefit 3 (Shocker General), Connected, Contacts, Equipment 10 (Riding Crop (Smashing, +1), 48 points for assorted items/vehicles), Fearless, Improved Defense, Improved Disarm, Improved Initiative 1, Improved Trip, Jack-Of-All-Trades, Languages 2 (German (Base), Japanese, Assorted Others (European/Middle Eastern Languages)), Leadership, Move-By Action, Power Attack, Ranged Attack 6, Startle, Takedown 1, Taunt, Well-Informed

Skills
Acrobatics 5 (+10 Total)
Athletics 5 (+12 Total)
Close Combat: Unarmed 2 (+12 Total)
Deception 8 (+13 Total)
Expertise: Shocker Executive 8 (+13 Total)
Expertise: Soldier 3 (+8 Total)
Insight 5 (+9 Total)
Intimidation 7 (+12 Total)
Investigation 3 (+8 Total)
Perception 6 (+10 Total)
Persuasion 6 (+11 Total)
Ranged Combat: Missile-Claws 4 (+12 Total)
Stealth 4 (+9 Total)
Technology 2 (+7 Total)
Treatment 1 (+6 Total)
Vehicles 5 (+7 Total)

Offense
Initiative +9
Unarmed +12 | Close, Damage 7 (8, Crit 19-20 with Claws)
Missile-Claws +12 | Multiattack Blast 7

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 9

Abilities 96, Powers 69, Advantages 38, Skills 37.5, Defenses 10 = 250.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - Zol is a loyal commander, but the worst type of person: a literal Nazi.

Disabled - Zol lost his left eye in the War, but whether he lacks that eye after becoming a Shocker Cyborg, or if he's just wearing the eyepatch to look cool, is unknown. Either way, this doesn't matter here, as he's got both eyes in this form.

Notes: Assuming the form of the Golden Wolfman, Zol becomes a much more capable fighter, while retaining his militant mind. A solid PL 10 melee fighter, with low-tier super strength, solid durability, and a swarm of themed enhancements (wolf senses, better maneuverability, and MISSILE-CLAWS), Zol was able to equal the (at-the-time) PL 10 Rider 2 for a good while before being struck down by a well-placed Rider Punch and flying to his death off a cliff.
Last edited by OwOMotaros on Sun Apr 09, 2023 6:56 am, edited 12 times in total.
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OwOMotaros
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Shinigami Hakase/Ikadevil

Post by OwOMotaros »

Next up, is Shocker's Doctor of Death...

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Shinigami Hakase (Dr. Death)

PL 5 (PL 8 Scientist) (120 PP)

Identity: Dr. Ivan Tawanovitch
Gender: Male
Age: Unknown (Active during WWII)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black (Greying)
Group Affiliation: Shocker, Destron, Nazis (Formerly)
Base Of Operations: Switzerland (Formerly), South America (Formerly), Japan

Abilities
Strength -1, Stamina 0, Agility -1, Dexterity 0
Fighting 5, Intellect 7, Awareness 4, Presence 2

Powers

Shocker Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Shocker Cyborg). Total: 16

Advantages
Benefit 3 (Shocker General), Connected, Contacts, Equipment 10 (Scythe (Reach 1 Tripping +1), Assorted Items/Vehicles), Inventor, Languages 2 (Russian (Base), Japanese, Assorted Others (European/South American Languages)), Leadership, Ranged Attack 2, Taunt, Ultimate Effort (Expertise: Science), Well-Informed

Skills
Deception 11 (+13 Total)
Expertise: Science 11 (+18 Total)
Expertise: Shocker Executive 5 (+12 Total)
Insight 6 (+10 Total)
Intimidation 5 (+7 Total)
Investigation 1 (+8 Total)
Perception 3 (+7 Total)
Persuasion 6 (+8 Total)
Stealth 5 (+4 Total)
Technology 11 (+18 Total)
Treatment 8 (+15 Total)

Offense
Initiative -1
Unarmed +5 | Close, Damage -1
Scythe +5 | Reach 1 Tripping Strength-Based Strike 0

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 0, Will 7

Abilities 32, Powers 16, Advantages 24, Skills 36, Defenses 12 = 120 PP

________________________________________________________________________________________________________________________

Complications

Personality - Dr. Shinigami was a morally reprehensible scientist, working with the Nazis to fund his experiments. He left a trail of bodies in his wake (which he supposedly had nothing to do with). He wasn't all evil, however. Love for his family is (supposedly) what eventually brought him into the fold of Shocker.

Old - Dr. Shinigami is quite old, having likely received his cyberization in middle age. As such, he sometimes requires the use of a wheelchair and other elderly accommodations.

Background: Dr. Ivan Tawanovitch, Shocker's Doctor of Death. Shocker's Swiss Branch commander, Dr. Shinigami was summoned to lead the Japan Branch following the death of Colonel Zol against Kamen Rider 2. Utilizing the Doctor's skill in body modifications and cyberization, Shocker engaged in a new set of schemes against both Kamen Rider 1 and 2, including; the creation of "The Snowman", a powerful yeti cyborg so capable that it required both Riders 1 & 2 to defeat, bringing them together (on screen) for the first time, captured Rider 1 and attempted to complete his brainwashing, and a variety of schemes mostly revolving around sabotaging Japan's infrastructure using advanced tech. Eventually, with the creation of Unicornos (a cyborg created from the fossil of a unicorn), Riders 1 & 2 came together once again to defeat the Doctor, with Rider 2 chasing him to South America. The Doctor was replaced by Ambassador Hell, before eventually returning to take his revenge on the Double Riders in the form of.....

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Ikadevil

PL 10 (228 PP)

Abilities
Strength 7, Stamina 10, Agility 4, Dexterity 0
Fighting 10, Intellect 7, Awareness 4, Presence 2

Powers

Shocker Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Shocker Cyborg). Total: 16

Cybernetic Squid: Immunity 5 (Environmental Conditions 5), Impervious Toughness 9, Leaping 3 (60-ft), Speed 2 (120-fpr/8 mph). Total: 19

Kick-Killing: Immunity 5 (Rider Kick Techniques). Total: 5

Ink-Cloud: Diminished Range 2 Visual Dazzle 8 (Ink, DC 18 Dodge/Fortitude, (Visual Impaired/Disabled/Unaware)). Total: 14

Tentacles: Choking Double Entangling Grabbing Reach 2 Strength-Based Strike 1 (Bludgeoning, DC 23). Total: 7

Advantages
Benefit 3 (Shocker General), Connected, Contacts, Equipment 10 (Scythe (Reach 1 Tripping +1), Assorted Items/Vehicles), Improved Critical (Tentacles) 1, Improved Initiative 1, Inventor, Languages 2 (Russian (Base), Japanese, Various European Languages), Leadership, Move-By Action, Ranged Attack 4, Takedown 1, Taunt, Ultimate Effort (Expertise: Science), Well-Informed

Skills
Acrobatics 4 (+8 Total)
Athletics 1 (+8 Total)
Close Combat: Tentacles 2 (+12 Total)
Deception 11 (+13 Total)
Expertise: Science 11 (+18 Total)
Expertise: Shocker Executive 5 (+12 Total)
Insight 4 (+8 Total)
Intimidation 6 (+8 Total)
Investigation 1 (+8 Total)
Perception 3 (+7 Total)
Persuasion 3 (+5 Total)
Ranged Combat: Ink Cloud 6 (+10 Total)
Stealth 4 (+8 Total)
Technology 11 (+18 Total)
Treatment 8 (+15 Total)

Offense
Initiative +8
Unarmed +9 | Close, Damage 7
Tentacles +12 | Choking Double Entangling Grabbing Reach 2 Strength-Based Strike 8, Crit 19-20
Ink Cloud +10 | Diminished Range 2 (x5/x10/x25) Visual Dazzle 8 (Visual Impaired/Disabled/Unaware)

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 7

Abilities 88, Powers 61, Advantages 30, Skills 40, Defenses 9 = 228 PP

________________________________________________________________________________________________________________________

Complications

Personality - Dr. Shinigami was a morally reprehensible scientist, working with the Nazis to fund his experiments. He left a trail of bodies in his wake (which he supposedly had nothing to do with). He wasn't all evil, however. Love for his family is (supposedly) what eventually brought him into the fold of Shocker.

Weakness - Ikadevil has a weak spot, a remote control device on the top of his head. He suffers an extra degree on top of any other bonuses from Critical Hits.

Background (cont.): With his newfound power as Ikadevil, he engaged Rider 1 in combat, proving Immune to the Rider Kick technique, before kidnapping the Riders' mentor, Tobei Tachibana, and forcing him to join Shocker's Training Corp, in an attempt to gain the skill and power necessary to defeat Rider 1. In the course of this training, Tachibana discovered a weak spot; a remote control device within the Doctor's head, which he informed Rider 1 of, allowing him to defeat the Doctor. Ikadevil would not be gone forever, as, alongside the rest of Shocker's Generals, he would be revived by Destron for a short time, only to be destroyed in the destruction of one of their bases by Kamen Rider V3, and even later on, revived a variety of times as part of the myriad of villainous monsters brought to life to battle the forces of good.

Notes: Dr. Shinigami (oh, should note, Shinigami roughly translates as Death, so Dr. Shinigami = Dr. Death), in his human form, is not at all designed for combat. An elderly genius, even shown being moved around in a wheelchair from time to time, his mind is the source of his power. A technological genius, specializing in body modifications, more specifically, cyberization, Dr. Shinigami created all the monsters the Riders fought during his time in command. As Ikadevil, the Doctor keeps his incredible intellect and gains a good few powers. In his squid-like form, he gains the ability to release blinding ink clouds, an immunity to Rider Kicks, as well as a set of tentacle whips he used to keep distance with the more physically powerful Rider 1 before being destroyed by the Rider Drill Shoot.
Last edited by OwOMotaros on Sun Apr 09, 2023 7:08 am, edited 11 times in total.
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Re: OwOMotaros's Tokusatsu Builds (Shocker!)

Post by Davies »

... I think I'm going to use this guy's image for my Dr. Hell-pastiche ...

... Tawanovitch?
"I'm sorry. I love you. I'm not sorry I love you."
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OwOMotaros
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Re: OwOMotaros's Tokusatsu Builds (Shocker!)

Post by OwOMotaros »

Davies wrote: Tue Oct 19, 2021 6:51 am ... I think I'm going to use this guy's image for my Dr. Hell-pastiche ...

... Tawanovitch?
¯\_(ツ)_/¯
Jabroniville
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Re: OwOMotaros's Tokusatsu Builds (Shocker!)

Post by Jabroniville »

Taki Rider actually looks super-90s- when did he debut in the manga? Dr. Shinigami's Squid form looks pretty cool, too!

This thread has been such an interesting look into a world I knew nothing about. The visuals and stats really help it feel more "real" than just reading info off of a website, too.
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OwOMotaros
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Re: OwOMotaros's Tokusatsu Builds (Shocker!)

Post by OwOMotaros »

Jabroniville wrote: Tue Oct 19, 2021 8:04 am Taki Rider actually looks super-90s- when did he debut in the manga? Dr. Shinigami's Squid form looks pretty cool, too!

This thread has been such an interesting look into a world I knew nothing about. The visuals and stats really help it feel more "real" than just reading info off of a website, too.
Glad I could help you learn more about the World of Kamen Rider, Jab. Taki Rider appeared in the first chapter of Kamen Rider Spirits, Skyscraper's Gale, in April 2001. It's even the cover art.
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Re: OwOMotaros's Tokusatsu Builds (Shocker!)

Post by Ares »

My main exposure to Ikadevil was the semi-recent Superhero Taisen movies where they gave him all kinds of bad octopus/squid/ink related puns. My favorite being when the heroes pull off something incredible and he responds with, "You've got to be squidding me!"
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
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Jigoku Taishi/Garagaranda

Post by OwOMotaros »

Next up, Shocker's Final General...

Image

Jigoku Taishi (Ambassador Hell)

PL 5 (123 PP)

Identity: Unknown, "Damon" in Kamen Rider Spirits
Gender: Male
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Unknown
Group Affiliation: Shocker, Destron
Base Of Operations: Mobile

Abilities
Strength 1, Stamina 3, Agility 1, Dexterity 0
Fighting 7, Intellect 5, Awareness 4, Presence 4

Powers

Garagaranda: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Shocker Cyborg). Total: 16

Advantages
Benefit 3 (Shocker General), Connected, Contacts, Equipment 10 (Whip (Disarming, Grabbing, Reach 1, +1), Assorted Items/Vehicles), Leadership, Well-Informed

Skills
Acrobatics 4 (+5 Total)
Athletics 4 (+5 Total)
Deception 10 (+14 Total)
Expertise: Shocker Executive 8 (+13 Total)
Insight 6 (+10 Total)
Intimidation 6 (+10 Total)
Investigation 3 (+8 Total)
Perception 4 (+8 Total)
Persuasion 6 (+10 Total)
Stealth 4 (+5 Total)
Technology 3 (+8 Total)

Offense
Initiative +1
Unarmed +7 | Close, Damage 1
Whip +7 | Disarming Grabbing Reach 1 Strength-Based Strike 2

Defense
Dodge 7, Parry 7, Fortitude 4, Toughness 3, Will 8

Abilities 50, Powers 16, Advantages 17, Skills 29, Defenses 11 = 123 PP

________________________________________________________________________________________________________________________

Complications

Personality - Ambassador Hell is a loyal, dedicated member of Shocker. To his enemies, he is a conniving and powerful foe.

Background: Ambassador Hell is Shocker's former Southeast Asia General. Summoned to lead the Japan Branch by the Great Leader following Dr. Shinigami's retreat to South America and Rider 1's return to Japan. Under his capable command, Shocker's schemes included; creating a Jaguar Cyborg to drive all of Japan's animals insane, a variety of poison and gas-based plots, kidnapping, thievery of a special serum, "X-Alpha", with the capability to revive the dead, tried to steal all of Japan's electricity, slavery, and several assorted schemes, before taking the destruction of Rider 1 into his own hands. To do this, he assumed the form of...

Image

Garagaranda

PL 9 (208.5 PP)

Abilities
Strength 7, Stamina 8, Agility 4, Dexterity 0
Fighting 10, Intellect 5, Awareness 4, Presence 4

Powers

Garagaranda: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Shocker Cyborg). Total: 16

Cyborg: Impervious Toughness 9, Leaping 3 (60-ft), Movement 1 (Slithering), Senses 4 (Visual 1 (Infravision 1)), (Scent 3 (Acute 1 Extended 1 (-1/100) Tracking 1)), Speed 2 (120-fpr/8 mph). Total: 20

Rattling Whip: Enhanced Advantages 2 (Improved Grab, Improved Hold), Reach 1 & +1 Strength-Damage. Total: 4

Burrowing Snake: Burrowing 7 (120-fpr/8 mph). Total: 7

Drag Under: Close Snare 8 (Earth, DC 18 Dodge/Strength, (Hindered-Vulnerable/Defenseless-Immobile/Incapacitated, (Limited (User and Targets Grounded)))). Total: 16

Advantages
All-Out Attack, Benefit 3 (Shocker General), Connected, Contacts, Equipment 10 (Whip +1, Assorted Items/Vehicles), Favored Environment (Deserts), Improved Initiative 1, Leadership, Power Attack, Startle, Well-Informed

Skills
Acrobatics 4 (+8 Total)
Athletics 4 (+12 Total)
Deception 10 (+14 Total)
Expertise: Shocker Executive 8 (+13 Total)
Insight 6 (+10 Total)
Intimidation 8 (+12 Total)
Investigation 3 (+8 Total)
Perception 4 (+8 Total)
Persuasion 6 (+10 Total)
Stealth 4 (+8 Total)
Technology 2 (+7 Total)

Offense
Initiative +8
Unarmed +10 | Close, Damage 7 (Reach 1, Damage 8 with Rattling Whip)
Drag Under +10 | Close Snare 8 (Hindered-Vulnerable/Defenseless-Immobile/Incapacitated)

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 8, Will 8

Abilities 84, Powers 63, Advantages 22, Skills 29.5, Defenses 10 = 208.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - Jigoku Taishi is a loyal, dedicated member of Shocker. To his enemies, he is a conniving and powerful foe.

Background (cont.): As Garagaranda, he first attempted to poison a lake that supplied water to 2 million people, which was foiled by Rider 1, who had received forewarning from a traitor within Shocker. Returning to base after his defeat, Jigoku Taishi would be accused of treason, being the one who leaked the information to Rider 1. The Great Leader set Jigoku Taishi to be executed and invited Rider 1 to witness the event. Rider 1, the honorable hero he is, attended the execution, and, with the help of Taki, freed the general. They brought him back to the Tachibana Racing Club's HQ and left him there with Tachibana and the rest of the club while they left to try to find Garagaranda. The club quickly realized, however, that it was the general himself that was Garagaranda. Rider 1 and Taki's search would lead them to a desert not far away, where they would find the general and the Racing Club, with its members trapped in the sand up to their heads, with the general revealing that the entire execution was a ploy to capture the Club and leave the Rider open. The General and the Rider transformed into their cyborg forms and engaged in a final battle, where Rider 1 would destroy him with the Rider Kick. In his last moments, he declared his absolute devotion to Shocker, before exploding, as all Kaijin eventually do. Following his death, the Great Leader declared the end of Shocker, and his plan to create an even more powerful organization. He would not be gone forever, revived with the other Shocker Generals by Destron, and, in the year 2016, battle not only Rider 1 but that era's Rider, Kamen Rider Ghost, as the leader of Nova Shocker.

Notes: Ambassador Hell, in his human form, is mostly just ridiculous-looking, rather than overly capable. A good leader and capable deceiver, he is not overly designed for combat. As Garagaranda, he is much stronger, wielding the same superhuman strength, speed, and durability shared amongst Shocker's Cyborg ranks, with additional, snake-based abilities. Able to burrow through the sand at a fast pace and dragging his enemies underneath to trap them. He supposedly has access to a potent venom, that would have proven fatal to over 2 million people when dispersed into a water supply, but we never saw this venom in combat, so I left it off. He honestly didn't last long against Rider 1. As soon as he figured out the general's underground movements, he quickly overcame him with the Rider Kick.
Last edited by OwOMotaros on Sun Apr 09, 2023 7:13 am, edited 11 times in total.
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Black Shogun/Hilchameleon

Post by OwOMotaros »

Up next, is the one and only General of the short-lived Gel-Shocker...

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"The time has come. My role has ended. I choose to die in glory. Riders... listen carefully. The one who laughs last.....The one who laughs last is Gel-Shocker! Glory to our Great Leader!" - General Black's last words before his death.

Black Shogun

PL 7 (136 PP)

Identity: Unknown
Gender: Male
Age: Unknown (Former member of the Imperial Russian Army)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Unknown
Group Affiliation: Geldam, Gel-Shocker, Destron
Base Of Operations: Mobile

Abilities
Strength 1, Stamina 3, Agility 2, Dexterity 0
Fighting 8, Intellect 3, Awareness 4, Presence 4

Powers

Hilchameleon: Concealment 4 (All Visual), Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Gel-Shocker Cyborg). Total: 24

Advantages
Benefit 3 (Gel-Shocker General), Connected, Contacts, Equipment 10 (Riding Crop +1, Assorted Items/Vehicles), Languages 2 (Russian (Base), Japanese, Various African Languages), Leadership, Well-Informed

Skills
Deception 9 (+13 Total)
Expertise: Gel-Shocker Executive 10 (+13 Total)
Expertise: Soldier 5 (+8 Total)
Insight 6 (+10 Total)
Intimidation 4 (+8 Total)
Investigation 4 (+7 Total)
Perception 4 (+8 Total)
Persuasion 4 (+8 Total)
Stealth 6 (+8 Total)
Technology 4 (+7 Total)
Treatment 2 (+5 Total)

Offense
Initiative +2
Unarmed +8 | Close, Damage 1
Riding Crop +8 | Strength-Based Strike 2

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 3, Will 9

Abilities 50, Powers 24, Advantages 19, Skills 29, Defenses 14 = 136 PP

________________________________________________________________________________________________________________________

Complications

Personality - A former officer of the Imperial Russian Army, General Black was known for his brutal yet effective strategies. This brutality is what drew him to the terrorist group Geldam, and later on, Gel-Shocker.

Background: General Black, the creator of Gel-Shocker. A former officer in the Imperial Russian Army, known for his cruel, brutal, yet effective methods, Black would seek out the terrorist organization Geldam following the end of WWI. Joining them and rising through the ranks, Black would become well-known throughout Earth's underworld. Watching the battles between the Shocker organization and the mysterious superhero known as Kamen Rider, Black dispatched one of his best warriors, Ganikomoru, to Japan to test the Rider's capabilities, before heading to the island nation to establish a new, combined organization with the destitute Shocker. As the leader of the new Gel-Shocker, Black would undergo schemes including; wiping out Shocker's undesirable remnants, developing an oxygen-destroying gas, planning a terrorist attack at a major transit hub in Japan through the use of an electricity-controlling monster, planning a series of assassinations of the leaders of various fields throughout Japan (with enough gall to send letters informing the leaders of their soon-to-come deaths), created his equivalent of the Boys Rider Squad, the Gel-Shocker Boys Squad (because child soldiers are always a good idea to these people), and was the man behind the creation of the Shocker Riders, a team of Shocker-controlled Kamen Riders, to both kill the Double Riders and ruin their public image. This would be the catalyst for the endgame arc of the original Kamen Rider series, as the potential discovery of the Great Leader's true form would drive General Black to get involved personally in destroying the Riders, assuming the form of...

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Hilchameleon (LeeChameleon)

PL 10 (254 PP)

Abilities
Strength 7, Stamina 10, Agility 3, Dexterity 0
Fighting 10, Intellect 3, Awareness 4, Presence 4

Powers

Hilchameleon: Concealment 4 (All Visual), Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Metamorph 1 (Human to Gel-Shocker Cyborg). Total: 24

Cyborg: Impervious Toughness 9, Leaping 3 (60-ft), Morph 3 (Humanoids), Speed 2 (120-fpr/8 mph). Total: 29

Pincer: Enhanced Advantages 2 (Improved Grab, Improved Hold), +1 Strength Damage. Total: 3

Leeches: Multiattack Ranged Weaken Stamina 8 (DC 18 Fortitude), (A.E (Leeching: Grab-Based Weaken Stamina 10 (DC 20 Fortitude))). Total: 25

Blood-Transfer: Resurrection Healing 10, Source (Blood). Total: 20

Advantages
Benefit 3 (Gel-Shocker General), Connected, Contacts, Equipment 10 (Riding Crop +1, Assorted Items/Vehicles), Improved Initiative 1, Languages 2 (Russian (Base), Japanese, Assorted Others (African Languages)), Leadership, Ranged Attack 2, Well-Informed

Skills
Acrobatics 5 (+8 Total)
Deception 9 (+13 Total)
Expertise: Gel-Shocker Executive 10 (+13 Total)
Expertise: Soldier 5 (+8 Total)
Insight 6 (+10 Total)
Intimidation 6 (+10 Total)
Investigation 2 (+5 Total)
Perception 6 (+10 Total)
Persuasion 4 (+8 Total)
Ranged Combat: Leeches 8 (+10 Total)
Stealth 7 (+10 Total)
Technology 4 (+7 Total)
Treatment 2 (+5 Total)

Offense
Initiative +7
Unarmed +10 | Close, Damage 7 (8 with Claw)
Leeches +10 | Multiattack Ranged Weaken Stamina 8
Leeching +10 | Grab-Based Weaken Stamina 10

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 9

Abilities 82, Powers 101, Advantages 22, Skills 37, Defenses 12 = 254 PP

________________________________________________________________________________________________________________________

Complications

Personality - A former officer of the Imperial Russian Army, General Black was known for his brutal yet effective strategies. This brutality is what drew him to the terrorist group Geldam, and later on, Gel-Shocker.

Background (cont.): As Hilchameleon, the General plotted to trap Rider 1 with a sub-zero device, rendering him unable to transform, as well as utilize his blood-sucking powers (Hil = Leech) to revive his Gel-Shocker cyborgs and lay siege to Japan. Only by the quick arrival of Rider 2 did this plan fail, and the Double Riders would defeat the General near an amusement park. As with most important Rider villains, he would not stay down forever. Revived alongside the rest of Shocker's Generals by Doctor G of Destron, the General would be killed again in the explosion of the Destron base, and even later on, in the alternate timeline of the Super Hero Taisen GP. As one of the high-ranking generals of the now world-ruling iteration of Shocker, General Black would indoctrinate children into the organization, and battle the time-traveler, Kamen Rider Zeronos, before dying to the high-velocity power of Kamen Rider Mach's Deadheat Form.

Notes: In his human form, General Black is, like the other generals, not that physically overwhelming. Decent enough strength and combat skill for a normal person, with great Deception and Insight befitting his role as a manipulative villain. He does show access to his Cyborg form's invisibility power in his human form. As Hilchameleon, he shares the physical strength of most of Shocker and Gel-Shocker's Cyborgs, with the ability to assume the forms of other people, and an additional, exceptionally dangerous Weaken Stamina Blood-Sucking capability. He's also able to take his absorbed blood to revive other cyborgs, even from death. He took on the Double Riders simultaneously, but could not last forever, eventually falling to a twin punch-punch, followed by an explosion.
Last edited by OwOMotaros on Sun Apr 09, 2023 7:18 am, edited 14 times in total.
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The Great Leader of Shocker

Post by OwOMotaros »

Next up, the Great Leader himself, and the primary villain of Showa Era Kamen Rider...

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Image
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Great Leader of Shocker/Gel-Shocker (???)

PL 12 (624 PP)

Identity: Unknown
Gender: Unknown
Age: Unknown
Height: Unknown
Weight: Unknown
Eye: Orange
Hair: Made of Snakes
Group Affiliation: Shocker/Gel-Shocker/Destron/Etc
Base Of Operations: Unknown

Abilities
Strength 6/10, Stamina 10, Agility 2, Dexterity 0
Fighting 10, Intellect 10, Awareness 7, Presence 7

Powers

Astral Projection: No Conduit Remote Sensing 12 (Visual/Auditory/Mental, 16 miles). Total: 60

Gorgon Physiology: Elongation 3 (60-ft, Limited (Extra Limbs)), Enhanced Advantages 3 (Chokehold, Fast Grab, Improved Hold, Limited (Extra Limbs)), Enhanced Strength 4, Limited (Extra Limbs), Continuous Extra Limbs 10 (Snake Heads), Impervious 9 Protection 2, Senses 4 (Visual 4 (Darkvision 2 Radius 2)). Total: 46

Ultimate Ruler: Area Selective Subtle 2 Mental Communication 5 (Unlimited), Comprehend 3 (Understand/Understood; All Languages), Immortality 2 (1 Week), Immunity 11 (Aging, Life Support 10), Shapeshift 30 (150 PP). Total: 293

Fireballs: Dangerous 2 Multiattack Blast 12 (Heat, DC 27). Total: 38

Advantages
Benefit 7 (Great Leader of Shocker), Chokehold, Daze 2 (Deception/Intimidation), Diehard, Eidetic Memory, Fast Grab, Fearless, Great Endurance, Improved Hold, Improved Initiative 1, Inspire 5, Leadership, Power Attack, Ranged Attack 12, Startle, Taunt, Well-Informed

Skills
Acrobatics 2 (+4 Total)
Close Combat: Unarmed 2 (+12 Total)
Deception 8 (+15 Total)
Expertise: Great Leader 10 (+20 Total)
Insight 7 (+14 Total)
Intimidation 8 (+15 Total)
Perception 5 (+12 Total)
Persuasion 4 (+11 Total)
Stealth 6 (+8 Total)
Technology 4 (+14 Total)

Offense
Initiative +6
Unarmed +12 | Close, Damage 6 (10 with Extra Limbs)
Fireballs +12 | Multiattack Blast 12, Crit 18-20

Defense
Dodge 12, Parry 12, Fortitude 11, Toughness 12 (Impervious +5), Will 13

Abilities 104, Powers 437, Advantages 36, Skills 258, Defenses 19 = 624 PP

________________________________________________________________________________________________________________________

Complications

Personality - The Great Leader has maintained a malicious and controlling personality. Despite their long career as the primary villain of the Showa Riders, we have very little actual information on them.

Background: The Great Leader of Shocker, Kamen Rider's Big Bad. A mysterious, klan-hooded figure, the Great Leader's past is entirely unknown. All that is known is that they created the villainous organization Shocker to bring about a takeover of the world, with the assistance of a personal army of Cyborgs. This pursuit led to the creation of their greatest foe, the Kamen Riders. As the Great Leader's armies of cyborgs fell by their hands, the Great Leader would assign several new, increasingly powerful, and conniving generals, all to fall in combat. Following the death of Jigoku Taishi, the Great Leader would declare the end of Shocker, creating a new organization with the assistance of General Black's organization, Geldam. Leading the new Gel-Shocker from behind the scenes, the Great Leader would find that even this new organization could not stand to the power of the Kamen Riders. Following the Shocker Riders' destruction and the death of Hilchameleon, the Great Leader would call out to the Kamen Riders, appearing as an astral projection, following a flash of lightning. Leading the Riders into a trap, they finally appeared in person, standing within the Gel-Shocker base. Suddenly attacked by the Double Riders, his proper form would be revealed, a creature with a swarm of snakes for a face. Releasing a bright flash, and being revealed further as a cyclops, the Great Leader set the base to self-destruct, attempting to bring the Riders with him. Failing, the Double Riders believed the Great Leader dead.

Later Revivals
This would not last forever, as the Great Leader would appear in new forms, leading the various organization that opposed the new generation of Kamen Riders; battling V3 and Riderman as the Great Leader of Destron, X as the G.O.D General Commander, Amazon as the Ruler of Geddon and the Garanda Empire, as well as several others. Time and again they would fail against the heroes of Earth, before disappearing following the destruction of the Badan Empire by the 10 Kamen Riders. The Great Leader would appear again in the year 2011, during the events of OOO, Den-O, All Riders: Let's Go Kamen Riders, where a time-travel mishap involving Ankh, as well as the crew of the DenLiner, would bring the Great Leader to rule over the world, and control Riders 1 and 2 as his warriors. The timeline alterations would be foiled, with the Kamen Riders rebelling against the Great Leader. Eventually driven to that one damn quarry where every big fight in Tokusatsu happens, the Great Leader would unleash their power against the Kamen Riders, proving incredibly capable, tossing Riders around and unleashing devastating damage. Only a last-ditch plan by Ankh and the sudden reveal of OOO's TaMaShii Combo would be able to defeat the Great Leader's humanoid form. Surviving the TaMaShii Bomber, they would utilize their Shapeshifting powers to assume the massive form of Rock Great Leader, only to be defeated by the All Rider Break technique, being run through by every Rider atop their namesake vehicles.

More Time Manipulating Bulls**t
Even suffering destruction by every Kamen Rider in existence at the time would not put the Great Leader down, as they would come to life again, and put their minions to work creating the History Modifying Machine, a time machine system they utilized to send the newly created Kamen Rider 3 to kill the Double Riders, leading to another alteration of the timeline. This plot too would be foiled by Kamen Riders, as the Riders Drive, Mach, Zeronos, and Faiz would battle their fellow Riders as they made their way to destroy the History Modifying Machine. Existing inside the History Modifying Machine itself, the Great Leader would assume the form of Rider Robo, and began erasing Kamen Riders from the timeline. This would only be foiled by the unexpected (and impossible) arrival of the Shuriken Sentai Ninninger, who used their mecha, Shurikenjin, alongside Drive's Tridoron, to defeat the Rider Robo and seemingly put the Great Leader down forever.

Notes: Wow that was a lot of links. The Great Leader is a tough monster to pin down. We've seen them in action only about 3 times, with only 2 of them in their original form. Only sitting at PL 12 feels wrong, considering the Great Leader's status, but I suppose that's what the Shapeshifting is for. If you plan to use them, set the PL Limit to their Shapeshifted forms to somewhere around PL 15-16 max. In their original form, they can unleash powerful fireballs, able to knock back pretty much any Rider, and utilize their snake hairs to grab and throw multiple Riders at once, manhandling several Heisei Era Powerhouses at once. Even in this comparatively weak form, the Great Leader proves powerful.
Last edited by OwOMotaros on Sun Apr 09, 2023 7:25 am, edited 8 times in total.
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Shocker Riders

Post by OwOMotaros »

Next up, Shocker's second greatest creations...

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Image

Shocker Riders

PL 11 (292 PP)

Identity: Unknown (Referred to by Shocker Rider #)
Gender: Unknown (Presumably Male)
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: Unknown
Hair: Unknown
Group Affiliation: Gel-Shocker
Base Of Operations: Unknown

Abilities
Strength 5/8, Stamina 5/7, Agility 5/7, Dexterity 0
Fighting 10/12, Intellect 2, Awareness 3, Presence 5

Powers

Shocker Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5). Total: 10

Shocker Rider, #X: Activation 1. Total: 122.5

Shocker Rider: (O-Signal: Subtle 2 Mental Communication Link 2 (Shocker Cyborgs)), Enhanced Abilities 9 (Strength 3, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 7 (Agile Feint, Evasion 1, Improved Grab, Improved Initiative 1 (Total 2), Seize Initiative, Takedown 1 (Total 2)), Enhanced Skills 5 (Acrobatics 3, Perception 2), Immunity 5 (Environmental Conditions 5), Leaping 4 (120-ft), Continuous Morph 1 (Human to Shocker Cyborg), Movement 1 (Safe Fall), Impervious 9 Protection 3, Speed 4 (500-fpr/30 mph). Total: 64.5

Vocal Mimicry: Morph 3 (Humans, Limited 2 (Voices Only)). Total: 9

Rider Senses: Senses 12 (C-Eye: Visual 4 (Extended 2 (-1/1,000) Infravision 1 Low-Light Vision 1)), (Super Auditory: (Hearing 3 (Extended 2 (-1/1,000) Ultra-Hearing 1))), (O-Signal: (Radar 5 (Accurate 2 Danger Sense 1 Extended 1 (-1/100) Radio 1))). Total: 12

Micro-Missiles: Multiattack Blast 8 (Ballistic/Explosive, DC 23). Total: 24

Rider Punch/Kick: Dangerous 1 Inaccurate 1 Penetrating 10 Strength-Damage +3 (Force, DC 26), Linked Feature 1 (Subjects Killed by this Technique Explode Upon Death). Total: 14

Advantages
Accurate Attack, Agile Feint, Benefit 1 (Elite Gel-Shocker Agents), Chokehold, Defensive Attack, Diehard, Equipment 15 (Fake New Cyclones), Evasion 1, Favored Foe (Shocker Cyborgs), Improved Critical (Unarmed) 1, Improved Disarm, Improved Grab, Improved Initiative 2, Jack-Of-All-Trades, Languages 2 (Japanese (Base), Assorted Others (Major World Languages)), Move-By Action, Power Attack, Ranged Attack 4, Redirect, Seize Initiative, Set-Up 2, Startle, Takedown 2, Taunt, Teamwork, Tracking (Visual), Uncanny Dodge, Weapon Bind
Equipment
Image
Fake New Cyclones (PL 9 (72 PP/15 EP))
Medium
Strength 5
Speed 7 (1/2-mpr/250 mph)
Defense +8 (DC18)
Toughness 10
Features 4 (Appearance Change (Civilian Vehicle to New Cyclone), Navigation System 1 (+5Nav), Remote Control 2 (Subtle))
Powers:
Cyclone Attack: Immunity 2 (Own Slam Damage), Inaccurate 1, Penetrating 8, Slashing, +3 to Slam Damage
Cyclone Rainbow: Cloud Area 2 Visual/Radio Concealment 3 (Normal Visual/Radio, 30-ft cloud)
  • A.E (Cyclone Hurricane: Cone Area .5 Close Move Object 7 (Wind, 3 tons, 30-ft cone, Limited 2 (Behind User, Direction (Away))))
Electromagnetic Spring: Leaping 5 (250-ft)
Infrared Headlight: Environment 1 (Light (30-ft)), Enhanced Senses 2 (Visual 2 (Counters Invisibility 2))
Magnetic Fiber Tires & Cyclone Surfing: Movement 2 (Wall-Crawling 1, Water-Walking 1, Limited (While Moving)
Radar: Senses 6 (Radar 6 (Accurate 2 Extended 3 (-1/10,000) Radio 1))
Skills
Acrobatics 3 (+8/13 Total)
Athletics 5 (+10/13 Total)
Close Combat: Unarmed 1 (+11/13 Total)
Deception 6 (+11 Total)
Expertise: Shocker 9 (+11 Total)
Insight 5 (+8 Total)
Intimidation 3 (+8 Total)
Perception 5 (+8/10 Total)
Persuasion 3 (+8 Total)
Ranged Combat: Special Weapons 7 (+11 Total)
Stealth 3 (+8/10 Total)
Technology 6 (+8 Total)
Treatment 3 (+5 Total)
Vehicles 12 (+12 Total, 4 Ranks Limited to Motorcycles)

Offense
Initiative +9/15
Unarmed +11/13 | Close, Damage 5/8, Crit 19-20
Micro-Missiles +11 | Multiattack Blast 8
Rider Punch/Kick +11 | Penetrating 10 Strength-Damage 11, Crit 18-20

Defense
Dodge 10/12, Parry 10/12, Fortitude 8/10, Toughness 5/10, Will 8

Abilities 70, Powers 132.5, Advantages 42, Skills 34.5, Defenses 13 = 292 PP

________________________________________________________________________________________________________________________

Individual Abilities

Shocker Rider #1! (Yellow Scarf) (+39 PP): Deception 2 (+13), Expertise: Shocker 2 (+13), Leadership, Set-Up 3 (Total 5), (Powers: Fire Spit: Line Area 2 Damage 11 (Fire, DC 26, 60-ft line)).

Shocker Rider #2! (White Scarf) (+42 PP): (Powers: (Poison Smoke: Cloud Area 2 Diminished Range 2 (x5/x10/x25) Ranged Affliction 11 (Poison, DC 21 Fortitude, 30-ft cloud, (Fatigued/Exhausted/Dying)))).

Shocker Rider #3! (Green Scarf) (+44 PP): (Powers: (Missiles Launchers: Cone Area 2 Selective Damage 11 (Explosive, DC 26, 120-ft cone)))).

Shocker Rider #4! (Blue Scarf) (+22 PP): (Powers: (Earthquakes: Burst Area 2 Extra Condition 1 Instant Recovery Affliction 11 (Earth, DC 21 Dodge/Athletics, 60-ft burst, (Dazed-Vulnerable/Prone-Stunned, Limited 2 (Two Degrees, Grounded Targets Only))), Linked Burst Area 2 Damage 11 (Earth, DC 26, 60-ft burst, Limited 2 (Affects Objects Only, Grounded Targets)))).

Shocker Rider #5! (Purple Scarf) (+44 PP): (Powers: (Electrical Discharge: Burst Area 2 Selective Damage 11 (Electrical, DC 26, 60-ft burst))).

Shocker Rider #6! (Pink Scarf) (+65 PP): (Powers: (Dissolving Liquid: Affects Objects & Others Secondary Effect Ranged Weaken Toughness 8 (Corrosive, DC 18 Fortitude), Linked Secondary Effect Blast 11 (Corrosive, DC 26))).

________________________________________________________________________________________________________________________

Background: The Shocker Riders, the first evil Riders. Created under instruction by General Black, the Shocker Riders were created to ruin the image of the Double Riders and then kill them. Shocker Rider 1 would be the first deployed, on a mission to recover a container of data that contained the true appearance of the Great Leader. Shocker #1's appearance, as well as his ability to duplicate Rider 1's voice, was used to confuse the Tachibana Racing Club and the Anti-Shocker Alliance, as they worked to decipher the data. Stealing the data back, Shocker #1, alongside Haetori Bachi, a venus flytrap/bee cyborg, would defeat Rider 1, though Haetori Bachi was lost in the battle. Attempting to continue the ploy, Shocker #1 would deceive the Anti-Shocker Alliance into believing the data container to be explosive, using the excuse to destroy their computers. Rider 2 would arrive with the true data, finally noting Shocker #1's different scarf, revealing the ploy (no idea how the Racing Club didn't notice it beforehand). Shocker #1 retreated, followed by Rider 2, and they would tumble off a cliff and disappear in an explosion. Rider 2 escapes with the data and would be joined by Rider 1. Before they could leave to have it deciphered, they would be surrounded by even more Shocker Riders, 6 in total. The Double Riders transformed, and the teams engaged in combat. Finding themselves overwhelmed, the Double Riders would escape, and, with the help of their mentor, Tobei Tachibana, undergo training to defeat the overwhelming force of 6 Kamen Riders. Developing the Rider Sharin (Rider Wheel) technique, the Double Riders re-engaged the Shocker Riders, using the technique to crash the villains against each other with destructive force, leading to their deaths.

Notes: The Shocker Riders were probably the most dangerous threat to the Double Riders in the original series' late game outside of the Great Leader himself. With equal power, similar skill, and a great numbers advantage, it's honestly a miracle that the Double Riders survived their encounters. Anyway, the Shocker Riders are a fairly stacked group; with pretty much all of the Double Riders' individual powers, as well as a vocal mimicry ability, built-in micro-missile launchers, and each having a unique area effect, they could probably overwhelm most other teams in combat through raw capability. I mean, the Double Riders were only able to pull out the win through a Power-Stunting Team Attack.
Last edited by OwOMotaros on Sun Sep 10, 2023 10:20 pm, edited 12 times in total.
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Shocker Combatmen

Post by OwOMotaros »

Lastly for our Shocker/Gel-Shocker Builds, we cover the Kamen Rider Series' original, and most iconic mooks...

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Image

"Kee!"

Shocker Combatmen

PL 5 (52 PP)

Identity: Unknown
Gender: Varies (Most Commonly Male)
Age: Unknown
Height: Varies
Weight: Varies
Eyes: Unknown
Hair: Unknown
Group Affiliation: Various Iterations of Shocker
Base Of Operations: Unknown

Abilities
Strength 2, Stamina 2, Agility 2, Dexterity 1
Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Equipment 3 (Guns +5, A.E Blades +2)

Skills
Acrobatics 4 (+6 Total)
Athletics 4 (+6 Total)
Deception 4 (+4 Total)
Expertise: Criminal/Terrorist/Footsoldier 6 (+6 Total)
Insight 2 (+2 Total)
Intimidation 4 (+4 Total)
Perception 2 (+2 Total)
Ranged Combat: Guns 4 (+5 Total)
Stealth 2 (+4 Total)
Vehicles 4 (+5 Total)

Offense
Unarmed +6 | Close, Damage 2
Blades +6 | Strength-Based Strike 4
Guns +5 | Blast 5

Defense
Dodge 6, Parry 6, Fortitude 3, Toughness 2, Will 0

Abilities 26, Powers 0, Advantages 3, Skills 18, Defenses 5 = 52 PP

________________________________________________________________________________________________________________________

Complications

Personality - Shocker Combatants are deathly-loyal, mostly-mindless soldiers.

Notes: Shocker Combatmen, a classic within the mook trope. A group of masked goons intended to carry out the will of Shocker's higher ups, they are well above your average civilian, though someone with sufficient training, such as Taki, could make short work of them. And compared to the Kamen Riders they so often battle, they're pitiful. Several sources supposedly state that Shocker Combatmen are also cyborgs, and some have, on occasion shown random powers, but none notable enough to include. The mooks for following series will all be roughly equivalent to the Shocker Combatmen, with alterations made to suit their situation.
Last edited by OwOMotaros on Fri Aug 05, 2022 4:38 am, edited 4 times in total.
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Re: OwOMotaros's Tokusatsu Builds (Shocker/Gel-Shocker! Complete!)

Post by Jabroniville »

Huh, so "Great Leader" is the actual recurring enemy of the entire series, always returning? Does he show up in every incarnation, or do they sometimes drop him? How many Riders have their been, anyways?
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Re: OwOMotaros's Tokusatsu Builds (Shocker/Gel-Shocker! Complete!)

Post by OwOMotaros »

Jabroniville wrote: Sat Oct 23, 2021 7:35 pm Huh, so "Great Leader" is the actual recurring enemy of the entire series, always returning? Does he show up in every incarnation, or do they sometimes drop him? How many Riders have their been, anyways?
The Great Leader was only really recurring for the Showa Era, and it was sometimes vague as to whether it actually was them or not. They did drop them a few times. King Dark of G.O.D and Jyumenki Gorgos of Geddon aren't thought to be incarnations of the Great Leader. As for the number of Riders, we have; 14 Primary Riders in the Showa Era, 20 Primary Heisei Era Riders, and 3 (maybe 4, depending on how you count) Primary Reiwa Era Riders. But that's not including all the extra Riders and side characters who end up becoming Riders, which brings the number to around 230.
Last edited by OwOMotaros on Wed Oct 27, 2021 9:55 am, edited 1 time in total.
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