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

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

Post by OwOMotaros »

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So I've been lurking on this forum for almost a year now and wanted to get in on the fun. In an attempt to stand out more, I've decided to create builds from Tokusatsu series like Kamen Rider, Super Sentai, Metal Hero, and Ultraman. I'll be posting in chronological order for all series. Due to the glut of information available on the characters' powers (such as the official schematics of the Kamen Riders), as well as the occasionally huge scale of their abilities (and my underlying power-scaling tendencies), these builds may come off as a bit...fluffy.
Last edited by OwOMotaros on Fri Mar 01, 2024 6:29 pm, edited 193 times in total.
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Table of Contents

Post by OwOMotaros »

Ultra Series

Ultra Q

Protagonists
Manjome Jun
Edogawa Yuriko
Togawa Ippei
Professor Ichinotani

Kaiju (Ultra Q)
Gomess (Q)
Litra (Q)
Goro
Namegon
Juran the Mammoth Flower
Peguila
Gameron, Otohime, and the Dragon
Gorgos
Mongula
Tarantula
M1 (Q)
Balloonga
Larugeus
Garamon
Kanegon
Cicada Man
The 1/8th Humans
Pagos (Q)
Kemur I
Ragon (Base)
Bostang
Alien Ruperts
Alien Keel
The Giant
Sudar
Goga
Lily
Peter
Todola
The Train in the Vary Dimension

Ultraman (1966)

S.S.S.P (Science Special Search Party)
Hayata Shin/Ultraman
S.S.S.P (Japan Branch)
Equipment

Kaiju/Kaijin/Seijin
Bemular
Alien Baltan I
Neronga
Ragon (Giant)
Greenmons
Guesra
Antlar
Red King I
Chandlar
Magular
Pigmon I
Suflan
Gabora
Jirahs
Gango
Mummy Man
Dodongo
Pestar
Gamakugira
Gavadon
Alien Baltan II
Bullton
Alien Zarab
Banila
Aboras
Hydra
Kemular
Telesdon
Jamila
Gubila
Guigass
Dorako
Red King II
Gomora
Dada
Goldon
Woo
Keronia
Zumbolar
Alien Mefilas
Skydon
Seabozu
Zaragas
Geronimon
Keylla
Saigo
Alien Zetton
Zetton

Kamen Rider Series

Kamen Rider (1971)

Double Riders
Hongo Takeshi/Kamen Rider 1 (Ep.1-13)
Hongo Takeshi/Kamen Rider 1 (Post-Series)
Hayato Ichimonji/Kamen Rider 2

Tachibana Racing Club
Kazuya Taki/Taki Rider
Tobei Tachibana (w/Racing Club)

Shocker/Gel-Shocker
Great Leader of Shocker
Shocker Generals
Zol Taisa/Ōgon Ōkami Otoko (Colonel Zol/Golden Wolfman)
Shinigami Hakase/Ikadevil (Dr. Death/Squidevil)
Jigoku Taishi/Garagaranda (Ambassador Hell/Rattlesnake)
Black Shogun/Hilchameleon (Leechameleon)
Shocker Warriors/Kaijin
Shocker Combatmen
Shocker Riders

Kamen Rider V3

New Double Riders
Shiro Kazami/Kamen Rider V3
Joji Yuki/Riderman
V3's Allies

Destron
Great Leader of Destron
Destron Generals
Doktor G/Kani-Laser (Crab-Laser)
Baron Kiba/Kyuketsu Mammoth (Bloodthirsty Mammoth)
Archbishop Tsubasa/Sibito Komori (Dead Bat)
General Yoroi/Zarigarna (Crawfish)
Destron Warriors/Kaijin
Destron Combatants

Kamen Rider X

Protagonists
Keisuke Jin/Kamen Rider X
X's Allies

G.O.D (Government of Darkness)
King Dark
G.O.D General Commander/Dr. Noroi
Apollogeist
G.O.D Warfare Soldiers

Kamen Rider Amazon

Protagonists
Amazon/Kamen Rider Amazon
Mogura/Mole Beastman
Amazon's Allies

Gedon
Jyumenki Golgos (The Ten-Faced Demon)
Akajusha (Red Followers)

Garanda Empire
Ruler/True Great Emperor Zero
"Great Emperor Zero"
Kurojusha (Black Followers)

Kamen Rider Stronger

Protagonists
Shigeru Jo/Kamen Rider Stronger
Yuriko Misaki/Denpa-Ningen Tackle (Electrowave-Human Tackle)
Stronger's Allies

Black Satan
Great Leader of Black Satan
Generals
Hitotsume Titan/Hyakume Titan (One-Eyed/Hundred-Eyed Titan)
Dead Lion
Black Satan Warriors/Kikkaijin
Satan Bugs

Delza Army
Great Leader of Delza Army
Cyborg Majin (First Wave)
General Shadow
Arawashi Shidanchō (Division Commander Wild Eagle)
Kōtetsu Sanbō (Staff Officer Steel)
Dr. Kate
Dokuro Shōsa (Major Skull)
Ganseki Danshaku (Baron Rock)
Ōkami Chōkan (General Wolf)
Taichō Buranku (Commander Brank)
Hebi Onna (Snake Woman)
Cyborg Majin (Second Wave)
Mashīn Dai Gensui (Marshal Machine)
Jishaku Danchō (Commander Magnet)
Yoroi Kishi (Armored Knight)
Delza Army Warriors
Delza Army Corps

Kamen Rider (1979)

Protagonists
Hiroshi Tsukuba/Skyrider
Kanji Yada/GanGan G
Skyrider's Allies

Neo-Shocker
Great Leader of Neo-Shocker
General Monster/Yamorijin
Admiral Majin
Ari Commandos

Super Sentai Series

Himitsu Sentai Gorenger

Himitsu Sentai Gorenger
Tsuyoshi Kaijou/Akarenger
Akira Shinmei/Aorenger
Daita Oiwa/Kirenger
Peggy Matsuyama/Momorenger
Kenji Asuka/Midorenger
Variblune/Varidorin/Varitank

EAGLE (Earth Guard League)

Black Cross Army
Kuro Jūji Sōtō (Black Cross Führer)
Black Cross Generals
Nichirin Kamen (Sun Halo Mask)
Tetsujin Kamen Temujin Shogun (Iron Man Mask General Temujin)
Hinoyama Kamen Magman Shogun (Volcano Mask General Magman)
Golden Kamen Daishogun (Commander-In-Chief Golden Mask)
Mooks
Zolders (w/Vehicles)

J.A.K.Q Dengekitai

J.A.K.Q Dengekitai
Sokichi Banba/Big One
Goro Sakurai/Spade Ace
Ryu Higashi/Dia Jack
Karen Mizuki/Heart Queen
Bunta Daichi/Clover King
Sky Ace/Jack Tank

Criminal Organization Crime
Shine
Boss Iron Claw
Crimers

Battle Fever J

Battle Fever J
Den Masao/Battle Japan
Shida Kyousuke/Battle France
Shiraishi Kensaku/Battle Cossack I
Jin Makoto/Battle Cossack II
Akebono Shiro/Battle Kenya
Diane Martin/Miss America I
Nagisa Maria/Miss America II
Battle Fever Robo/Battle Shark

National Defense Ministry
General Kurama Tetsuzan
Allies

Secret Society Egos
Satan Egos
Commander Hedder/Hedder Kaijin
Salomé
Egos Kaijin
Devil Robots
Cutmen

Metal Heroes

Uchuu Keiji Gavan
Protagonists
Retsu Ichijouji/Uchuu Keiji Gavan
Allies

Space Crime Organization Makuu
Don Horror

Miscellaneous

Kaiketsu Zubat

Protagonists
Hayakawa Ken/Kaiketsu Zubat
Allies

Dakker
Shuryō L (Leader L)
Regional Bosses
"Best-In-Japan" Bodyguards

Ai no Senshi Rainbowman
Takeshi Yamato/Rainbowman
Last edited by OwOMotaros on Fri Mar 01, 2024 6:29 pm, edited 260 times in total.
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Re: OwOMotaros's Tokusatsu Builds

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Welcome to the boards!
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Re: OwOMotaros's Tokusatsu Builds

Post by Jabroniville »

Sweet! Ares is gonna LOVE this thread, lol. I’ll be watching, too!
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Re: OwOMotaros's Tokusatsu Builds

Post by Ares »

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Kamen Rider 1

Post by OwOMotaros »

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Let's Go, Kamen Rider (Hiroshi Fujioka ver.)

"Takeshi Hongo is a cyborg, Kamen Rider. He was remodeled by Shocker, an evil organization bent on ruling the world. Kamen Rider stands against them for the sake of all humanity."

"Rider.....Henshin!"

Kamen Rider 1 (Hongo Takeshi/Kamen Rider Ichigo/Rider 1)
Role: The Hero, The Big Good, Series Mascot, Blue Oni (to Rider 2's Red), Greatest of All Time
First Appearance: Kamen Rider (1971) Ep 1: "The Eerie Man-Spider"

PL 12 (324 PP)

Identity: Hongo Takeshi (Secret)
Gender: Male
Age: 22 (1971, Birth Year 1949)
Height: 180 cm (5'9")
Weight: 70 kg (154 lbs)
Eyes: Black
Hair: Black
Group Affiliation: Kamen Riders (De-Facto Leader), Tachibana Racing Club (Formerly)
Base Of Operations: Mobile (Worldwide)

Abilities
Strength 5/8, Stamina 5/7, Agility 5/7, Dexterity 2
Fighting 12/14, Intellect 8, Awareness 5, Presence 5

Powers

Shocker Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Leaping 1 (15-ft). Total: 11

Typhoon: Activation 1 ("Rider...Henshin!"). Total: 88.5

New 1: (O-Signal: Subtle 2 Mental Communication Link 2 (Showa Riders)), Enhanced Abilities 9 (Strength 3, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 9 (Agile Feint, Evasion 1 (Total 2), Extraordinary Effort, Improved Grab, Improved Hold, Improved Initiative 1 (Total 2), Seize Initiative, Takedown 1 (Total 2), Uncanny Dodge), Enhanced Skills 5 (Acrobatics 3, Athletics 2), Immunity 5 (Environmental Conditions 5), Leaping 3 (120-ft), Movement 1 (Safe Fall), Impervious 9 Protection 3, Speed 4 (500-fpr/30 mph). Total: 59.5

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

Rider Punch/Kick: Dangerous 4 Inaccurate 1 Lethal Penetrating 10 Strength-Based Strike 4 (Force, DC 27), Linked Feature 1 (Subjects Killed by this Technique Explode Upon Death). Total: 18

Advantages
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Benefit 1 (Legendary Rider), Contacts, Cunning Fighter, Defensive Attack, Diehard, Equipment 15 (New Cyclone), Evasion 2, Extraordinary Effort, Favored Foe (Shocker), Fearless, Improved Aim, Improved Critical (Unarmed) 3, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Inspire 2, Interpose, Inventor, Jack-Of-All-Trades, Languages 2 (Japanese (Base), Assorted Others (Very Well Traveled)), Last Stand, Leadership, Luck 2, Move-By Action, Power Attack, Prone Fighting, Ranged Attack 8, Redirect, Seize Initiative, Set-Up 2, Skill Mastery (Vehicles), Takedown 2, Teamwork, Tracking (Visual), Uncanny Dodge, Weapon Bind, Well-Informed
Equipment
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New Cyclone (PL 10 (15 PP/73 EP))
Medium
Strength 4
Speed 7 (1/2-mpr/250 mph)
Defense +10 (DC20)
Toughness 10
Features 4 (Appearance Change, Navigation System, Remote Control 2 (Subtle))
Powers:
Cyclone Attack: Immunity 2 (Own Slam Damage), Inaccurate 1, Penetrating 8, +3 Damage, Slashing 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 (Air, 30-ft cone, Limited 2 (Behind User, Away))
Electromagnetic Spring: Leaping 5 (250-ft)
Infrared Headlight: Environment 1 (Light, 30-ft), 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 5 (+10/15 Total)
Athletics 5 (+10/15 Total)
Close Combat: Unarmed 2 (+14/16 Total)
Deception 7 (+12 Total)
Expertise: Current Events (AWE) 5 (+10 Total)
Expertise: Science 12* (+20 Total, 2 Ranks Limited to Cybernetics)
Insight 8 (+13 Total)
Intimidation 5 (+10 Total)
Investigation 5 (+13 Total)
Perception 8 (+13 Total)
Persuasion 3 (+8 Total)
Stealth 5 (+10/12 Total)
Technology 10 (+18 Total)
Treatment 2 (+10 Total)
Vehicles 14* (+16 Total, 4 Ranks Limited to Motorcycles)

Offense
Initiative +9/15
Unarmed +14/16 | Close, Damage 5/8, Crit 17-20
Rider Punch/Kick +12 | Lethal Penetrating 10 Strength-Based Strike 12, Crit 16-20
Cyclone Attack! +12 | Penetrating 8 Vehicle's Speed-Based Strike 11 (12 at Full Speed)
Cyclone Hurricane! (DC17) | Cone Area .5 Close Move Object 7, Limited 2 (Behind User, Away)

Defense
Dodge 12/14, Parry 12/14, Fortitude 10/12, Toughness 5/10 (Impervious +5), Will 12 (+17 Fearless)

Complications

Personality - Takeshi is a natural hero, selfless and kind. He's dedicated to stopping anyone else from suffering at the hands of Shocker the way he has.

Power Loss (Typhoon) - While Rider 1 lacks true vulnerabilities in combat, they can be caught vulnerable pre-transformation. In their earlier state, they required outside wind pressure to power their belt, while in their current state, their belt can be negated before transformation by sub-zero temperatures, leaving them unable to transform.

Weakness (In-Between Transformation) - Rider 1 has a brief period of time in the midst of their transformation where they are neither Takeshi Hongo or Kamen Rider. They are vulnerable during this time, though it is so brief that it could only be exploited by someone with a Readied Action.

Legacy - Takeshi has been fighting for humanity for half a century, and began the modern legacy of the "Kamen Rider". Takeshi, in recent years, has grown a bit jaded in his never-ending war against Shocker and has even come into conflict with his Heisei Era successors in an attempt to prove their worth.

Tokusatsu Hero - As a Tokusatsu Hero, Takeshi occasionally falls victim to certain tropes. Striking poses (resulting in wasted Move Actions), announcing specific attacks (potentially ruining Surprise Attacks), the inverse law of ninjutsu (in regards to other Riders), etc.

Power Loss (Finishers) - Kamen Riders can't just...throw out their finishers repeatedly.

Abilities 94, Powers 99.5, Advantages 65, Skills 46.5, Defenses 19 = 324 PP

________________________________________________________________________________________________________________________

Background: Takeshi Hongo, the first Kamen Rider, is a strange story. A genius biochemistry student and motorcyclist, with a supposed 600 IQ, he was the perfect candidate to undergo the cyborg surgery of the evil organization Shocker. Freed from Shocker's grasp before their brainwashing by a kidnapped scientist, and with his humanity taken away from him, Takeshi dedicated his life to defending humanity from Shocker's schemes. It wasn't long before he was joined in his crusade by another, Hayato Ichimonji, Kamen Rider 2, who took his place in Japan while Takeshi went to battle Shocker forces across the world. Coming together again a year later, the Double Riders became Shocker's worst nightmare, and eventually, their end. Shocker's Great Leader, refusing to give in, continued his schemes with various other organizations, only to be defeated again, and again, and again. This battle continues into the modern day, with an older, grizzled Takeshi slowly growing wearier and wearier of the never-ending conflict.

Notes: This build of Kamen Rider 1 is a beast, and even then, only levels out as a mid-tier Rider. As originally a single hero, and now part of a 2-man team, Takeshi is a monster of capability. An incredibly skilled combatant (I mean, seriously, +16 with +8 Damage? AND access to pretty much all the attack advantages? Wild.), with solid durability and active defenses (I argued with myself over raising it to +15 in Dodge and Parry, but they get tagged by minions just enough for me to see this as accurate, and they can always go with Defensive Attack if necessary.), equally good Fortitude/Will saves, and incredible intellect (I don't even know how someone gets to 600 IQ on their test, but Intellect 8 is enough, about on par with someone like Tony Stark in terms of pure intellect, but not quite as skilled in those fields), which he's used to, with some assistance, create new Rider Machines, disable Shocker systems, and even perform the dreaded "Shocker Cyberization" with Rider 2 to alter Shiro Kazami into Kamen Rider V3. Besides this intellect, his actual skills are also incredible, one of the highest Vehicles ranks I've ever seen on any build (though Limited to Motorcycles, and just being pretty good otherwise), high Acrobatics and Athletics, decent Deception (which he's even used to perform the rarely used Disguise feature a few times), etc, etc. All this leads to Takeshi costing well over 100+ more points over his PL, just a terrifying warrior to fight against. And, again, he's only Mid-Tier in terms of Riders.

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Last edited by OwOMotaros on Sat Aug 19, 2023 6:09 pm, edited 119 times in total.
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Kamen Rider 2

Post by OwOMotaros »

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Let's Go, Kamen Rider (Masato Shimon ver.)

"Very impressive! What is your mission objective and ID!?"

"Justice. Kamen Rider #2."

"Henshin!"

Kamen Rider 2 (Ichimonji Hayato/Kamen Rider Nigo/Rider 2)
Role: The Hero, Red Oni (to Rider 1's Blue), Contrasting Replacement Character (to Rider 1), Superior Successor (to Rider 1)
First Appearance: Kamen Rider (1971) Ep 14: "The Devil Sabotegron Attacks!"

PL 12 (321 PP)

Identity: Ichimonji Hayato (Secret)
Gender: Male
Age: 21 (1971, Birth Year 1950)
Height: 172 cm (5'6")
Weight: 65 kg (143 lbs)
Eyes: Black
Hair: Black
Group Affiliation: Kamen Riders, Tachibana Racing Club (Formerly)
Base Of Operations: Mobile (Worldwide)

Abilities
Strength 5/8, Stamina 5/7, Agility 5/7, Dexterity 2
Fighting 12/14, Intellect 3, Awareness 5, Presence 5

Powers

Shocker Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Leaping 1 (15-ft). Total: 11

Typhoon: Activation 1 ("Henshin!"). Total: 90.5

New 2: (O-Signal: Subtle 2 Mental Communication Link 2 (Showa Riders), Enhanced Abilities 9 (Strength 3, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 9 (Agile Feint, Evasion 1 (Total 2), Extraordinary Effort, Improved Grab, Improved Initiative 1 (Total 2), Seize Initiative, Takedown 1 (Total 2), Ultimate Effort (Strength), Uncanny Dodge), Enhanced Skills 5 (Acrobatics 3, Athletics 2), Immunity 5 (Environmental Conditions 5), Leaping 3 (120-ft), Movement 1 (Safe Fall), Impervious 9 Protection 3, Power-Lifting 4 (100 tons), Speed 4 (500-fpr/30 mph). Total: 63.5

Rider Senses: Senses 12 (C-Eye: (Visual 4 (Extended 2 (-1/1,000) Infravision 1 Low-Light Vision 1))), (Super Auditory: (Auditory 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

Rider Punch/Kick: Dangerous 4 Inaccurate 1 Lethal Penetrating 10 Strength-Based Strike 4 (Force, DC 27), Linked Feature 1 (Subjects Killed by this Technique Explode Upon Death). Total: 18

Advantages
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Benefit 1 (Legendary Rider), Chokehold, Connected, Contacts, Cunning Fighter, Defensive Attack, Diehard, Equipment 16 (New Cyclone, Camera), Evasion 2, Extraordinary Effort, Fast Grab, Favored Foe (Shocker), Fearless, Improved Aim, Improved Critical (Unarmed) 2, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Inspire 1, Interpose, Jack-Of-All-Trades, Languages 2 (Japanese (Base), Assorted Others (Very Well Traveled)), Leadership, Luck 2, Move-By Action, Power Attack, Prone Fighting, Ranged Attack 8, Redirect, Seize Initiative, Set-Up 2, Skill Mastery (Vehicles), Takedown 2, Taunt, Teamwork, Tracking (Visual), Ultimate Effort (Strength), Uncanny Dodge, Weapon Bind, Well-Informed
Equipment
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New Cyclone (PL 10 (15 PP/73 EP))
Medium
Strength 4
Speed 7 (1/2 mpr/250 mph)
Defense +10 (DC 20)
Toughness 10
Features 4 (Appearance Change, Navigation System, Remote Control 2 (Subtle))
Powers
Cyclone Attack: Immunity 2 (Own Slam Damage), Inaccurate 1, Penetrating 8, +3 Damage, Slashing Descriptor 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 (Air, 30-ft cone, Limited 2 (Behind User, Away))
Electromagnetic Spring: Leaping 5 (250-ft)
Infrared Headlight: Environment 1 (Light, 30-ft), 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))

Camera: Feature 1 (Tools; Expertise: Photography)
Skills
Acrobatics 5 (+10/15 Total)
Athletics 5 (+10/15 Total)
Close Combat: Unarmed 1 (+13/15 Total)
Deception 8 (+13 Total)
Expertise: Current Events (AWE) 5 (+10 Total)
Expertise: Photography (AWE) 5 (+10 Total)
Expertise: Science 9 (+12 Total)
Insight 7 (+12 Total)
Intimidation 7 (+12 Total)
Investigation 8 (+11 Total)
Perception 7 (+12 Total)
Persuasion 6 (+11 Total)
Stealth 5 (+10/12 Total)
Technology 9 (+12 Total)
Treatment 4 (+7 Total)
Vehicles 12 (+14 Total, 4 Ranks Limited to Motorcycles)

Offense
Initiative +9/15
Unarmed +13/15 | Close, Damage 5/8, Crit 18-20
Rider Punch/Kick +12 | Lethal Penetrating 10 Strength-Based Strike 12, Crit 16-20
Cyclone Attack! +12 | Penetrating 8 Vehicle's Speed-Based Strike 11 (12 at Full Speed)
Cyclone Hurricane! (DC17) | Cone Area .5 Close Move Object 7 (3 tons, Limited 2 (Behind User, Away))

Defense
Dodge 12/14, Parry 12/14, Fortitude 10/12, Toughness 5/10 (Impervious +5), Will 12 (+17 Fearless)

Complications

Personality - Compared to his partner Takeshi, Hayato is a rather optimistic man, considering his place in life. He too is dedicated to defeating Shocker and defending humanity.

Power Loss (Typhoon) - Rider 2 shares Rider 1's vulnerability to sub-zero temperatures prior to transformation.

Legacy - Similar to Rider 1, Rider 2 is a legend within their community, though he can be a bit overshadowed by Rider 1. Aside from appearances during the Super Hero Taisen and the Heisei vs. Showa Rider War, there isn't much known about his actions in the modern era.

Tokusatsu Hero - As a Tokusatsu Hero, Hayato often falls victim to certain tropes. Striking poses, announcing certain attacks, the inverse law of ninjutsu (in regards to other Riders), etc.

Power Loss (Rider Kick) - Kamen Riders can't just...throw out their finishers over and over.

Abilities 84, Powers 101.5, Advantages 66, Skills 50.5, Defenses 19 = 321 PP

________________________________________________________________________________________________________________________

Background: Hayato Ichimonji, the second Kamen Rider, marks the expansion of the concept of the Kamen Rider. An aspiring freelance photographer and a master martial artist, Hayato was kidnapped by Shocker in an attempt to outdo their greatest foe, Takeshi Hongo, the Kamen Rider. Subjected to an expanded cyborg surgery and provided with a new level of power compared to any previous Shocker Cyborg, he was almost a success. Rescued by the Kamen Rider before his brainwashing could commence, Hayato would take Takeshi's place as Japan's Kamen Rider, defending the country from Shocker's schemes while Takeshi left to fight Shocker's forces overseas. Joined by Takeshi's racing mentor Tobei Tachibana, and FBI Agent Kazuya Taki, they defended Japan for about a year. Eventually, the two Riders would come together, becoming the Double Riders, and proving to be the end of Shocker. After defeating Shocker and Gel-Shocker, and gaining his own successor in Kamen Rider V3, Hayato would go off to battle Shocker remnants across the world.

Notes: This rebuild of Rider 2 is most befitting of his modern appearance. In a basic sense, Rider 2 isn't all that different from Rider 1; strong, fast, smart, and tough. He's a bit less capable in terms of combat skill (though he is by no means a bad fighter; +15 is still STUPID high for someone in his weight class), and he doesn't retain Rider 1's 600 IQ, but that tradeoff comes with the massive Class 100-level Power-Lifting. He's also quite a bit more personable than Rider 1, maintaining his kind, optimistic, slightly mischievous demeanor despite the 50-year war he's been fighting. And when he and Rider 1 fight together, there's nearly nothing that could stop them.

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Last edited by OwOMotaros on Sat Aug 19, 2023 6:08 pm, edited 95 times in total.
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Re: OwOMotaros's Tokusatsu Builds

Post by KorokoMystia »

As a Tokusatsu fan myself, I wholeheartedly approve of this thread.
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OwOMotaros
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Kamen Rider V3

Post by OwOMotaros »

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Tatakae! Kamen Rider V3

"Family? I have none...Couldn't protect them. You...protect yours!"

"Henshin.....V3!"

Kamen Rider V3 (Kazami Shiro/Kamen Rider V3/V3 Rider)
Role: The Hero, All Your Powers Combined (Riders 1 & 2), Revenge-Seeker
First Appearance: Kamen Rider V3 Ep: 1 "Rider #3: His Name is V3!"

PL 12 (371 PP)

Identity: Kazami Shiro (Secret)
Gender: Male
Age: 22 (1973, Birth Year 1951)
Height: 180 cm (5'9")
Weight: 78 kg (171 lbs)
Eyes: Brown
Hair: Dark Brown
Group Affiliation: Kamen Riders
Base Of Operations: Mobile (Worldwide)

Abilities
Strength 5/8, Stamina 5/7, Agility 5/7, Dexterity 2
Fighting 12/14, Intellect 5, Awareness 4, Presence 4

Powers

Double Rider Cybernetics: Immunity 10 (Aging, Disease, Poison, Suffocation 2, Fatigue Effects 5), Leaping 1 (15-ft). Total: 11

Double Typhoon: Activation 1 ("Henshin...V3!"). Total: 153.5

V3 Rider: (Super Tactile Antennae: Subtle 2 Mental Communication Link 2 (Showa Riders)), Enhanced Abilities 9 (Strength 3, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 15 (Agile Feint, Assessment, Evasion 1 (Total 2), Extraordinary Effort, (Matrix Eye: Favored Environment (vs Assessed Opponent), Favored Foe (Assessed Opponent)), Improved Initiative 1 (Total 2), Ranged Attack 2, Seize Initiative, Takedown 1 (Total 2), Uncanny Dodge, Weapon Break, Withstand Damage 2), Enhanced Skills 9 (Acrobatics 3, Athletics 2, Insight 2, Perception 2), Immunity 5 (Environmental Conditions 5), Leaping 4 (250-ft), Movement 1 (Safe Fall), Power-Lifting 2 (25 tons), Impervious 11 Protection 3, Speed 4 (500-fpr/30 mph). Total: 72.5

Rider Senses: Senses 15 (C-Eye: (Visual 6 (Extended 2 (-1/1,000) Infravision 1 Low-Light Vision 1 Tracking 1 (Total 2) Ultravision 1)), (Super Tactile Antennae: (Hearing 3 (Extended 2 (-1/1,000) Ultra-Hearing 1))), (O-Signal: (Radar 6 (Accurate 2 Danger Sense 1 Extended 2 (-1/1,000) Radio 1))). Total: 15

V3 Hopper: No Conduit Subtle 1 Medium (Deployable Satellite) Remote Sensing 10 (Visual, 4 miles), Linked Enhanced Senses 3 (Visual 3 (Direction Sense Distance Sense Extended 1 (-1/10,000))), Device (Easily Removable). Total: 14

V3's 26 Secrets: Array 53 (7 Alternate Effects)
  • V3 Centrifugal/Screw Kick: Alternate Resistance (Fortitude) Dangerous 4 Inaccurate 1 Lethal Penetrating 10 Strength-Based Strike 4 (Force, DC 27), Linked Feature 1 (Subjects Killed by this Technique Explode Upon Death)
  • Special Spring Muscles: Enhanced Strength 4, Limited (Resisting Movement)
  • V3 Barrier: Sustained Immunity 10 (Electrical Effects 10)
  • V3 Return Kick: Dangerous 4 Inaccurate 1 Lethal Multiattack 12 Penetrating 10 Strength-Based Strike 4 (Force, DC 27, Limited (Multiattack Limited to Single Target)), Linked Feature 1 (Subjects Killed by this Technique Explode Upon Death)
  • Gliding Muffler: Gliding Flight 4 (500-fpr/30 mph)
  • Freezer Shot: Diminished Range 1 Snare 12 (Cold, DC 22 Dodge/Strength, (Hindered-Vulnerable/Defenseless-Immobile/Paralyzed))
  • V3 Thunder: Diminished Range 1 Blast 12 (Electrical, DC 27)
Advantages
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Beginner's Luck, Benefit 1 (Legendary Rider), Cunning Fighter, Connected, Defensive Attack, Diehard, Equipment 14 (Hurricane), Evasion 2, Extraordinary Effort, Favored Environment (vs Assessed Opponent), Favored Foe 2 (Destron, Assessed Opponents), Fearless, Improved Critical (Unarmed) 2, Improved Defense, Improved Disarm, Improved Initiative 2, Interpose, Improved Trip, Inventor, Jack-Of-All-Trades, Languages 2 (Japanese (Base), Assorted Others (Very Well Traveled)), Leadership, Luck 2, Move-By Action, Power Attack, Prone Fighting, Ranged Attack 10, Redirect, Seize Initiative, Takedown 2, Taunt, Teamwork, Tracking (Visual), Uncanny Dodge, Weapon Bind, Weapon Break, Withstand Damage 2, Well-Informed
Equipment
Image
Hurricane (PL 10 (14 PP/67 EP))
Medium
Strength 4
Flight 8 (1 mpr/500 mph)
  • A.E: Speed 7 (1/2 mpr/250 mph)
Defense +10 (DC 20)
Toughness 10
Features 6 (Appearance Change, Autopilot 2, Navigation System, Remote Control 2 (Subtle))
Powers
Hurricane Dash: Immunity 2 (Own Slam Damage), Penetrating 8, Slashing, +1 Damage to Slam Damage
Infrared Tracking Device: Senses 5 (Infravision 5 (Analytical 1 Distance Sense 1 Tracking 2))
Radar Lamp: Senses 6 (Radar 6 (Accurate 2 Extended 3 (-1/10,000)))
Special Tire: Movement 2 (Wall-Crawling 1, Limited (While Moving), Water-Walking 1)
Skills
Acrobatics 5 (+10/15 Total)
Athletics 5 (+10/15 Total)
Close Combat: Unarmed 1 (+13/15 Total)
Deception 6 (+10 Total)
Expertise: Current Events (AWE) 6 (+10 Total)
Expertise: Science 13* (+18 Total, 3 Ranks Limited to Cybernetics)
Insight 7 (+11/13 Total)
Intimidation 6 (+10 Total)
Investigation 5 (+10 Total)
Perception 6 (+10/12 Total)
Persuasion 6 (+10 Total)
Stealth 5 (+10/12 Total)
Technology 10 (+15 Total)
Treatment 3 (+8 Total)
Vehicles 12* (+14 Total, 4 Ranks Limited to Motorcycles)

Offense
Initiative +9/15
Unarmed +13/15 | Close, Damage 5/8, Crit 18-20
V3 Return Kick +12 | Lethal Multiattack Penetrating 10 Strength-Based Strike 12, Crit 16-20
V3 Centrifugal/Screw Kick +12 | Alternate Resistance (Fortitude) Lethal Penetrating 10 Strength-Based Strike 12, Crit 16-20
Freezer Shot +12 | Diminished Range 1 (x10/x25/x50) Snare 12 (Hindered-Vulnerable/Defenseless-Immobile/Paralyzed)
V3 Thunder +12 | Diminished Range 1 (x10/x25/x50) Blast 12

Defense
Dodge 12/14, Parry 12/14, Fortitude 10/12, Toughness 5/10 (Impervious +6), Will 11 (+16 Fearless)

Complications

Personality - Shiro is a natural hero, just like his predecessors, wishing to stop anyone else from suffering as he did at the hands of Destron.

Power Loss - Some of the early Showa Riders (1, 2, and V3), have a common weakness to cold effects. They cannot transform if they fail a save against a cold effect before the transformation.

Power Loss - V3's Cybernetics are susceptible to strong magnetic forces, which can cause his internal computing systems to damage themselves.

Legacy - As the successor to the Double Riders, and a powerful warrior in his own right, V3 is a legend within the Rider Community.

Abilities 84, Powers 164.5, Advantages 57, Skills 46.5, Defenses 19 = 371 PP

________________________________________________________________________________________________________________________

Background: Shiro Kazami, Kamen Rider V3. A biochemistry student mentored by Takeshi Hongo, Shiro stumbled into the actions of the newly-founded terrorist organization Destron, assembled by the remnants of Shocker. Not wanting their cover blown, Destron made numerous attempts on his life, foiled by the young man's surprising capability, and assistance from their worst enemies, the Double Riders. Destron then turned their attention to Shiro's family, slaughtering the three in front of him before being driven off by the Double Riders. Shiro, wishing vengeance for his family, requested that the Double Riders give him the necessary power to destroy Destron. Not wishing anyone to suffer from their condition, the Double Riders refused, heading off to investigate Destron. Trapped by the Great Leader in one of Destron's bases, only to be saved by Shiro, the Double Riders had no choice but to honor his request. Near the end of the surgery, a Destron Cyborg, Turtle Bazooka, destroyed the base and drew out the Double Riders. Shiro soon joined his mentors as Kamen Rider V3, leaving to avenge his family, while the Double Riders attempted to defeat Turtle Bazooka. With a nuclear device in his body, the Double Riders had no choice but to utilize their full power and drag Turtle Bazooka into the distance, seemingly dying in the massive explosion, leaving V3 to defend Japan in their stead. Utilizing the incredible powers gifted to him by the Double Riders, V3 fought against Destron's schemes. He would eventually meet his partner in the form of Joji Yuki, the Riderman, and would even fight beside his not-dead predecessors against Destron. Following the supposed death of Riderman against the Pluton Warhead, V3 would destroy Destron, and head off to parts unknown.

Notes: This rebuild of V3 is another modern era representation. Provided with the "Skill of #1" and "Power of #2" via his cybernetic surgery, V3 is another monster of potential. While not as purely skilled as Rider 1, he is quite competent, a potent PL 11.5 Unarmed, with the whole set of Attack Advantages, as well as high ranks of Science and Technology (he was Rider 1's up-and-coming junior at the University they attended before the series), allowing him to, later on, modify other Riders, such as when he implanted the Mercury Circuit into Kamen Rider X. He's no slouch in the power department either, with easily the most powerful Rider Kick we'll see for a while. A Multiattacking Strength-Damage 12 technique, allowing V3 to potentially force through Damage 17 on any given hit! This isn't even considering the rest of his 26 Secrets, which I have sprinkled into the rest of the build. With an Electrified Barrier, Absolute Zero Temp Snare, Electrical Blasts, and the potential for several strong Power Stunts, the 26 Secrets are definitely what set him apart from his 2 mentors. After a lot of consideration, I brought V3 down to PL 12. While much more varied than his predecessors, he's not quite outrightly powerful enough to raise a full PL above them.

Image

________________________________________________________________________________________________________________________

V3's 26 Secrets: V3's 26 Secrets isn't just a name, it is an actual set of 26 special abilities V3 has access to. He didn't use most of them in his series or later appearances, but I thought I'd note them here if anyone wanted to use the full power of V3.

#1: Secret 1 is V3's Double Typhoon itself. Allowing access to the Skill of Rider 1 and Power of Rider 2 is easily his most important weapon.
#2: Secret 2 is the V3 Antenna, the bug antennae on the top of his helmet, which allows him to communicate mentally with Riders 1 and 2, as well as to the pendants of the Junior Rider Squad, a group of kids who took it upon themselves to keep watch for the schemes of Shocker and alert the Kamen Riders when necessary. This is reflected through his Radio Communication power.
#3: Secret 3 is the V3 Hopper. A deployable satellite V3 keeps with him, it allows V3 to receive a birds-eye view of the battlefield. The V3 Hopper has been separated from the rest of the 26 Secrets Array for flexibility.
#4: Secret 4 is the V3 Centrifugal Kick, an alternate version of his Rider Kick, where he creates a massive amount of force by performing several flips and spins in mid-air before striking. (V3 Centrifugal Kick: Acrobatics Check Required Inaccurate 1 Dangerous 4 Penetrating 12 Strength-Damage +4 (Force, DC 27), Linked Feature 1 (Targets Killed by this Technique Explode Upon Death)
#5: Secret 5 is the Special Hardening Muscles, where he channels the energies of the Double Typhoon directly into his torso armor, providing a nearly-impenetrable barrier. This is reflected through his Withstand Damage effect.
#6: Secret 6 is the V3 Screw Kick, another alternate Rider Kick, where V3 spins into his opponent while kicking, providing a piercing kick to the target: (V3 Screw Kick: Acrobatics Check Required Inaccurate 1 Dangerous 4 Penetrating 14 Strength-Damage +4 (Force/Piercing, DC 27), Linked Feature 1 (Targets Killed by this Technique Explode Upon Death)
#7: Secret 7 is the Special Spring Muscles, an alternate use of the Special Hardening Muscles, where V3 funnels the power into a repulsive force, allowing him to resist opposing forces much better. This is reflected through an Enhanced Strength effect.
#8: Secret 8 is the V3 Drill Attack, a technique where he overpowers a spinning opponent with his high-velocity spinning. Not sure how to stat that out, but it's a neat little power. Maybe another weird Enhanced Strength effect?
#9: Secret 9 is the O Signal, an enhanced version of a system within the original Shocker Riders, which constantly scans and records opponents during combat, updating the user on their weapons and powers, allowing the user to learn from their mistakes and not lose to a repeated technique. This is reflected through the Favored Foe: Assessed Opponents effect, which feels a little gross, tbh, but it fits.
#10: Secret 10 is Red Lamp Power, a technique where the Double Typhoon absorbs whatever surrounding energy it can and releases it into his body with double the power. This is reflected through Extraordinary Effort.
#11: Secret 11 is the V3 Barrier, where V3 channels a million volts of electricity throughout his body, protecting him from close attacks.
#12: Secret 12 is the V3 Return Kick, V3's primary Rider Kick, where he lands one blow, charges up his power in mid-air with a quick flip, and then lands a second blow in the same spot, using the weakened area to force more damage through. Reflecting on that in-system makes him a bit broken, but it's accurate.
#13: Secret 13 is the Reverse Double Typhoon, a last-ditch technique, utilizing all the energy within the Double Typhoon in a massive concussive blast. As a result, however, V3 is unable to transform for 3 hours, as his powers take time to recharge. (Reverse Double Typhoon: Cone Area 2 Damage 16 (Force, DC 31, 120-ft cone), Complication Side Effect 2 (After Use, the user is unable to utilize any power within the Double Typhoon for 3 hours)
#14: Secret 14 is the Red Bone Power, where all of V3's energy is focused on a single point on V3's armor, before being expelled immediately upon the next strike. It could likely be best described as a Close Range Reaction version of the Reverse Double Typhoon.
#15: Secret 15 is the Cellular Strength Device, a system that causes any metal interacting with V3's body to fuse, nullifying any effects coming from a metallic weapon. This is reflected through his Weapon Break effect, which is much more reasonable than my previous version, giving him Immunity to effects based on metal.
#16: Secret 16 is the Oxygen Cylinders, which stores a long-term supply of oxygen for use in underwater battles, which seems pointless considering that V3 and most Cyborg Riders don't have natural lungs anymore.
#17: Secret 17 is the Gliding Muffler, his scarf, which allows him to glide through the air. (Gliding Muffler: Winged Flight 5 (900-fpr/60 mph)
#18: Secret 18 is the Matrix Eye, a system within his armor's eyes that allows him to see through opponents' bodies to locate their weaknesses. It sorta just folds in with the Favored Foe: Assessed Opponents thing.
#19: Secret 19 is the Propeller Chop, a set of special muscles in his arms that allow him to strike with supreme force with a proper set-up. It's probably best described as a use of Power Attack.
#20: Secret 20 is the Electro Eye, another part of the eye system that allows V3 to track the footprints of monsters. This is reflected through the Tracking effect on his Rider Senses.
#21: Secret 21 is the Energy Converter, a system in the Double Typhoon that allows V3 to absorb and convert a variety of energies from a variety of sources, even sources as small as the Junior Rider Squads' Pendants. Pretty much just an asspull from the player to escape a fucked situation.
#22: Secret 22 is the Freezer Shot, where V3 channels his power into the V3 Antenna to release a sub-zero blast of cold, allowing him to freeze his opponents.
#23: Secret 23 is the Scramble Hopper, an attachment to the V3 Hopper, which allows the Hopper to release a unique series of vibrations that repels Destron's monsters, and can also create a small barrier to protect civilians from attacks. (Scramble Hopper: Hearing Perception Area Affliction 10 (Dazed/Stunned), Limited (Two Degrees, Only Affects Destron's monsters), Close Deflect 10)
#24: Secret 24 is the V3 Thunder, a technique where V3 channels his power into the V3 Antenna to release a powerful blast of electricity.
#25: Secret 25 is the Red Bone Ring, a weapon that allows V3 to become a spinning blade of death, capable of cutting through dozens of monsters simultaneously. (Red Bone Ring: Penetrating 10 Shapeable Area 2 Damage 12 (Slashing, DC 27, 60-ft cft)
#26: Secret 26 is the Flame Pillar Kick, V3's special, nuclear-powered Rider Kick. Utilizing the miniature nuclear engine within the Double Typhoon to charge a nuclear-charged, explosive kick that, in the manga, generated a pillar of nuclear fire on the Moon visible from Earth's surface. In the manga, this technique was also a last-resort technique that V3 was meant to die from that he just didn't, instead surviving for multiple hours on the Moon out of suit until being saved and semi-repaired by Riderman. (Flame Pillar Kick: Inaccurate 1 Dangerous 4 Penetrating 12 Variable Descriptor 1 Strength-Damage +8 (Atomic/Force, DC 31), Linked Feature 1 (Targets Killed by this Technique Explode Upon Death)
Last edited by OwOMotaros on Sat Aug 26, 2023 11:35 pm, edited 94 times in total.
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KorokoMystia
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Re: OwOMotaros's Tokusatsu Builds (Kamen Rider V3!)

Post by KorokoMystia »

V3 KICK!

It’s an interesting shift from how Rider 1 & 2 were turned into cyborgs against their will, while V3 was transformed willingly, the Double Riders reluctant but using the knowledge they had from their own conversions.
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Re: OwOMotaros's Tokusatsu Builds (Kamen Rider V3!)

Post by OwOMotaros »

Yeah, vengeance can make you do crazy things, even become a weird dragonfly/grasshopper half-robot.
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Riderman

Post by OwOMotaros »

To close out the very early era of Kamen Rider, we've got the first massive divergence from the Kamen Rider archetype...

Image
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Bokura no Riderman

"Riderman, you did it. You protected mankind. You are a true hero. I christen you, Kamen Rider #4! Riderman! - V3, after witnessing Riderman's "death" inside the Pluton Rocket.

Riderman, Henshin

Riderman (Yuki Joji/Kamen Rider 4)
Role: The Rival (to V3), Nominal Hero to Heel-Face Turn, Fight-Smarter-Not-Harder Icon
First Appearance: Kamen Rider V3 Ep: 43 "Friend or Foe? The Mysterious Riderman!"

PL 10 (276 PP)

Identity: Yuki Joji (Secret)
Gender: Male
Age: 23 (1973, Birth Year 1950)
Height: 175 cm (5'7")
Weight: 70 kg (154 lbs)
Eyes: Black
Hair: Black
Group Affiliation: Kamen Riders, Destron (Formerly)
Base Of Operations: Mobile (Worldwide)

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

Powers

Riderman Helmet: Device (Removable), Activation 1. Total: 101

Riderman Suit: (Special Antennae: Subtle 1 Radio Communication 3 (Long-Range), Subtle 2 Communication Link 2 (Mental, Showa Riders)), Enhanced Abilities 13 (Strength 5, Stamina 4, Agility 2, Fighting 2), Enhanced Advantages 8 (Evasion 1, Great Endurance, Improved Initiative 1, Power Attack, Precise Attack 2 (Close/Ranged Cover), Takedown 1 (Total 2), Uncanny Dodge)), Enhanced Perception 2, Immunity 7 (Environmental Conditions 5, Suffocation 2, Quirk 1 (Suffocation Immunity lasts 10 Minutes)), Leaping 3 (60-ft), Movement 1 (Safe Fall), Impervious 7 Protection 1, (Cellular Computer: Mental Quickness 8 (30 minutes - 6 seconds)), Speed 2 (120-fpr/8 mph). Total: 76

Rider Buckle: Homing 2 Blast 7 (Explosive, DC 22, Unreliable (5 Uses)). Total: 9

Rider Senses: Senses 14 (Artificial Compound Eyes: (Visual 7 (Darkvision 2 Extended 2 (-1/1,000) Infravision 1 Rapid 1 (x10) Ultravision 1))), (Hearing 2 (Extended 1 (-1/100) Ultra-Hearing 1)), (Rider Buckle: Radar 5 (Accurate 2 Danger Sense 1 Extended 1 (-1/100) Radio 1)). Total: 14

Cassette Arms: Array 29 (6 Alternate Effects), Activation 1. Total: 28
  • Machine Gun Arm: Lethal Multiattack Blast 8 (Ballistic, DC 23)
  • Net Arm (Area): Cone Area .5 Close Snare 8 (Net, DC 18 Dodge/Damage, (Hindered-Vulnerable/Defenseless-Immobile))
  • Net Arm (Single): Diminished Range 1 Snare 8 (Net, DC 18 Dodge/Damage, (Hindered-Vulnerable/Defenseless-Immobile))
  • Power Arm: Inaccurate 1 Breaking Dangerous 2 Lethal Penetrating 8 Strength-Based Strike 3 (Slashing/Piercing, DC 25)
  • Rope Arm/Swing Arm/Sickle Arm: Movement 1 (Swinging), Entangling Grabbing Reach 3 (15-ft) Strength-Based Strike 1 (Bludgeoning/Slashing, DC 23)
  • Smog Arm: Cloud Area 1 Diminished Range 2 Ranged Affliction 7 (Smoke, DC 17 Dodge/Fortitude, 15-ft cloud, (Visual Impaired/Disabled/Unaware))
Advantages
Accurate Attack, Assessment, Benefit 1 (Legendary Rider), Connected, Contacts, Cunning Fighter, Defensive Attack, Diehard, Equipment 7 (Riderman Machine), Evasion 1, Favored Foe (Destron), Fearless, Great Endurance, Improved Aim, Improved Critical (Unarmed) 1, Improved Critical (Cassette Arms) 2, Improved Defense, Improved Disarm, Improved Initiative 1, Improved Smash, Improvised Tools, Inventor, Jack-Of-All-Trades, Languages 2 (Japanese (Base), Assorted Others (Very Well Travelled)), Leadership, Luck 1, Move-By Action, Power Attack, Precise Attack 2 (Close/Ranged Cover), Ranged Attack 8, Set-Up 1, Takedown 2, Teamwork, Uncanny Dodge, Well-Informed
Equipment
Image
Riderman Machine (PL 8 (7 PP/33 EP))
Medium
Strength 3
Speed 6 (1,800-fpr/120 mph)
Defense +8 (DC18)
Toughness 8
Features 4 (Autopilot 2, Hidden Compartments 1 (DC 20), Navigation System)
Powers
Absorption Special Tire: Movement 1 (Wall-Crawling 1)
Jet Injection Nozzle: Leaping 4 (120-ft, Unreliable (5 Uses))
Side Radar: Senses 5 (Radar 5 (Accurate 2 Extended 2 (-1/1,000) Radio 1))
Skills
Acrobatics 5 (+8/10 Total)
Athletics 6 (+8/13 Total)
Close Combat: Unarmed 3 (+11/13 Total)
Deception 10 (+12 Total)
Expertise: Current Events (AWE) 7 (+10 Total)
Expertise: Destron Executive 6 (+13 Total)
Expertise: Science 11 (+18 Total)
Insight 5 (+8 Total)
Intimidation 5 (+7 Total)
Investigation 5 (+12 Total)
Perception 7 (+10 Total)
Persuasion 3 (+5 Total)
Ranged Combat: Cassette Arms 2 (+12 Total)
Stealth 5 (+8/10 Total)
Technology 11 (+18 Total)
Treatment 3 (+10 Total)
Vehicles 8 (+10 Total)

Offense
Initiative +3/9
Unarmed +11/13 | Close, Damage 2/7, Crit 19-20
Rope/Swing Arm/Sickle Arm +12 | Entangling Grabbing Reach 3 Strength-Based Strike 8, Crit 18-20
Power Arm +10 | Breaking Lethal Penetrating 8 Strength-Based Strike 10, Crit 16-20
Net Arm (Single) +12 | Diminished Range 1 Snare 8 (Hindered-Vulnerable/Defenseless-Immobile), Crit 18-20
Net Arm (Area) (DC18) | Cone Area .5 Close Snare 8 (Hindered-Vulnerable/Defenseless-Immobile)
Machine Gun Arm +12 | Lethal Multiattack Blast 8, Crit 18-20
Smog Arm (DC17) | Cloud Area 1 Diminished Range 2 Ranged Affliction 7 (Visual Impaired/Disabled/Unaware)

Defense
Dodge 10/12, Parry 10/12, Fortitude 6/10 (+15 Great Endurance), Toughness 3/8 (Impervious +4), Will 10 (+15 Fearless)

Complications

Personality - Formerly blinded by loyalty to Destron, after joining V3's battle, Joji displayed all the classic heroic traits of a Rider: Kindness, Selflessness, and aspiration for Justice.

Power Loss - While Riderman lacks the sub-zero susceptibility of the Riders before him, his human bits leave him more vulnerable to attack, and his cybernetic right arm is susceptible to effects that manipulate technology.

Relationships - Joji is the adopted son of the Great Leader, the big bad of the Showa Kamen Riders. While devoted to defeating him, he does harbor regrets for not being able to bring his father to the side of good.

Legacy - As one of the Seven Legendary Riders, Riderman stands among the greatest heroes of all time. With a decently lower PL compared to his brothers-in-arms, I find it hard to believe that he doesn't feel at least a bit underconfident when fighting alongside them.

Abilities 64, Powers 101, Advantages 44, Skills 50, Defenses 17 = 276 PP

________________________________________________________________________________________________________________________

Background: Joji Yuki, the Riderman. The adopted child of the Great Leader, Joji rose through the ranks of Destron, becoming the head scientist of the Destron Science Division. Midway in the war between Kamen Rider V3 and Destron, Joji was framed by the Destron Commander, Marshall Armor, as a traitor. Sentenced to death via acid pool, Joji lost his right arm. His allies in the Science Division rescued him, granting him a cybernetic arm and the Riderman Helmet, and destroyed the base in a diversion. Wishing to prove his innocence, he set out to defeat Kamen Rider V3. After coming into contact with him, he learned of the evils of Destron, and joined his cause, becoming a new set of Double Riders. Even then, he had underlying loyalties to his adoptive father, even Interposing between the Great Leader and V3's Fatal Kick technique, nearly dying. Continuing their battle against Destron, Riderman eventually sacrificed himself to save Tokyo from the Pluton Rocket, an ultra-powerful explosive device. Detonating it in midair, he was assumed deceased as V3 ended the Destron threat. He wouldn't be gone for long, however. According to his appearances in Kamen Rider X and Kamen Rider Spirits, he woke up in Tahiti, with amnesia. It didn't take long for him to recover, as he joined Riders 1, 2, V3, and the newly-arrived Kamen Rider X against the Government of Darkness.

Notes: This rebuild of Riderman sets him up as a quite capable PL 10: A skilled combatant both at close and long range, along with great intelligence (As the head scientist of Destron, he would presumably be capable of even creating a new Kamen Rider, which I guess he kind of did with himself), and great versatility with the Cassette Arms. The key weakness of Riderman is his lack of power in comparison to his brothers-in-arms. If Kamen Rider V3 was being run as a game, Riderman's player was likely the most scheming one at the table, the one who would think through the battles against the monsters of the week, rather than V3's player, who would just throw out a new Power Stunt every session before deciding to just Rider Kick the problem to death. Still, Riderman is quite capable for someone who should be a 70-ish-year-old man who should've aged like a normal being.

Image
did my boi Eiji dirty in the Heisei vs Showa War...damn you rope man
Last edited by OwOMotaros on Sat Aug 12, 2023 6:27 am, edited 64 times in total.
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Re: OwOMotaros's Tokusatsu Builds (Kamen Rider V3!)

Post by Davies »

OwOMotaros wrote: Tue Jul 06, 2021 4:05 am According to his appearances in Kamen Rider X and Kamen Rider Spirits, he woke up in Tahiti, with amnesia.
It's a magical place.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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Re: OwOMotaros's Tokusatsu Builds (Kamen Rider V3! Riderman!)

Post by Jabroniville »

Wow, Kamen Riders are a LOT more powerful than I was expecting. I was thinking stuff like PL 8-10 Martial Artist type builds with a few extra tricks, and themed around their cool bikes. Instead some of these guys are major-league powerhouses, falling just under Ben Grimm in power, but having the accuracy of Shang-Chi. PL 14 is INCREDIBLY-powerful and world-beating stuff.

Kinda funny how this "Shocker" organization creates their own arch-nemesis. I assume they have other cyborgs of near-equal power to the Riders?
Last edited by Jabroniville on Tue Jul 06, 2021 7:35 am, edited 1 time in total.
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Re: OwOMotaros's Tokusatsu Builds (Kamen Rider V3! Riderman!)

Post by Ares »

Loving these builds so far. Figuring out the exact Power Level for Riders can be tricky, given the shows tend to operate on very different power levels, but when the Riders show up for crossovers, they're generally all on the same Power Level, with only a few differences. In Decade's fight with Amazon during a Rider tournament, the pair were pretty evenly matched despite Decade copying Hibiki's powers, and only seemed to win due to his Rider Kick being more powerful than Amazon's finisher.

I tend to view Kamen Rider 1 as the Captain America of Kamen Rider. He's not the most powerful or versatile by a ways, but he's a soldier, amazing fighter and most importantly, a leader. KR 1 and KR 2 fighting together should be like anytime you see Steve and Bucky double team some poor dope and their teamwork is basically flawless as they demolish their opponent.

I hear you regarding Eiji being done dirty. My favorite Kamen Rider of all time is Kuuga/Yusuke Godai, who I feel never gets any love or respect in the later crossovers. Kuuga was the one who jumpstarted the Heisei Era, bringing the series out of dormancy and doing to it what the 9th Doctor did for Doctor Who. I also kind of personally place Kuuga as one of the most powerful Kamen Riders, and the only reason I allow that Decade is more powerful is because Decade can copy Kuuga in addition to his other abilities. Guys like Decade, OOO's and Wizards are more versatile than Kuuga, but I feel like Kuuga showing up should be akin to Thor or Superman arriving. But Kuuga is almost always a backgrounder in the crossovers. I do realize they need to promote the newest Riders of the time, but still. KR1 always gets mad respect, Kuuga deserves some love too.

And while I'm rambling about my favorite Kamen Rider, I'll admit I'm actually not a fan of the forms Kuuga had after his Rising incarnations. Amazing Mighty, Ultimate and Rising Ultimate all look cool in their own way . . . but they also look kind of evil, frankly. Plus a big element of Kuuga I liked was the fact that each of his forms had a distinct advantage and weakness, and victory depended on Yusuke figuring out the best form for the fight. I also liked that Yusuke actually didn't like how powerful he was getting, was worried about the damage he could cause, etc. Granted, given he could created mile wide areas of devastation with his super moves, that made sense. My own head-canon for Kuuga anytime I use him in my own settings is that Yusuke willingly split the power of Ultimate/Rising Ultimate between his four other forms. Now all of his forms default their their Rising versions with the gold trim, and the strengths of each form function on the level of the Ultimate/Rising Ultimate Form. But each form still has the drawbacks associated with them and he has to switch between them. I also swap Kuuga's Titan Form's European looking sword for a stylized tetsubo. I dunno, I just prefer that weapon for Titan Form for some reason.
"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."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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