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

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Jabroniville
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Re: Taros' Tokusatsu Builds (Delza Army! Snake Woman! General Shadow! Marshal Machine! Commander Magnet!)

Post by Jabroniville »

General Shadow looks weird, but I dig the story- a "Worthy Adversary" guy in a band of generically-evil "Must kill EVERYONE!" guys, ultimately turning on some of the villains and helping the heroes out to suit his own ends, then being forced into the ultimate battle to the death by someone who outranks him. It's a pretty great thing and probably why he has such a run in those supporting materials (those are mangas, right?).

Marshal Machine definitely has an appropriate "Boss Design" and it's interesting just how he comes as close to anyone to killing all the heroes... yet dies because he thinks the first two Riders are "urban legends" and they arrive to kick some ass, finally dying to the main hero after all the others get some shine.
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OwOMotaros
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Re: Taros' Tokusatsu Builds (Delza Army! Snake Woman! General Shadow! Marshal Machine! Commander Magnet!)

Post by OwOMotaros »

Jabroniville wrote: Fri Jun 03, 2022 12:34 am General Shadow looks weird, but I dig the story- a "Worthy Adversary" guy in a band of generically-evil "Must kill EVERYONE!" guys, ultimately turning on some of the villains and helping the heroes out to suit his own ends, then being forced into the ultimate battle to the death by someone who outranks him. It's a pretty great thing and probably why he has such a run in those supporting materials (those are mangas, right?).
Vaguely Canon Films, actually.
Jabroniville wrote: Fri Jun 03, 2022 12:34 am Marshal Machine definitely has an appropriate "Boss Design" and it's interesting just how he comes as close to anyone to killing all the heroes... yet dies because he thinks the first two Riders are "urban legends" and they arrive to kick some ass, finally dying to the main hero after all the others get some shine.
Yeah, its great. Though I'm not sure how they would think the Riders were urban legends. I mean, its sorta implied that the Delza Army has been running surveillance on Earth for.....possibly centuries. The whole 'urban legend' thing is a bit of a running theme in later series, but it still doesn't make that much sense to me considering how big some of these events are.
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OwOMotaros
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Yoroi Kishi

Post by OwOMotaros »

Next, Marshal Machine's second lackey...

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Yoroi Kishi (Armor Knight)

PL 10 (171 PP)

Identity: Knight
Gender: Male
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: None
Group Affiliation: Delza Army (General)
Base of Operations: Spain (Formerly), Delza Army Mountain Base, Some Fuckoff Mountain, Japan

Abilities
Strength 7, Stamina 8, Agility 4, Dexterity 0
Fighting 10, Intellect 2, Awareness 2, Presence 2

Powers

Delza Army Demon: Immunity 11 (Aging, Life Support), Leaping 2 (30-ft), Impervious 9 Protection 2. Total: 24

Random-Ass-Teleportation: Accurate Change Direction Change Velocity Teleport 6 (1,800-ft). Total: 20

Twin Swords: Double Reach 1 Strength-Based Strike 3 (Slashing/Piercing, DC 25), Device (Easily Removable). Total: 3

High-Speed Heat Ray: Penetrating 8 Blast 10 (Heat, DC 25, Limited (Requires Twin Swords). Total: 18

Advantages
All-Out Attack, Benefit 3 (Delza Army General), Daze (Intimidation), Equipment 5, Improved Critical (Swords) 1, Improved Defense, Improved Disarm, Improved Initiative 1, Leadership, Move-By Action, Quick Draw, Ranged Attack 4, Takedown 2, Taunt, Well-Informed

Skills
Acrobatics 4 (+8 Total)
Athletics 1 (+8 Total)
Deception 5 (+7 Total)
Expertise: Delza Army 8 (+10 Total)
Insight 3 (+5 Total)
Intimidation 5 (+7 Total)
Perception 3 (+5 Total)
Persuasion 2 (+4 Total)
Ranged Combat: High-Speed Heat Ray 6 (+10 Total)
Stealth 2 (+6 Total)
Technology 3 (+5 Total)
Vehicles 4 (+4 Total)

Offense
Initiative +8
Unarmed +10 | Close, Damage 7
Twin Swords +10 | Double Reach 1 Strength-Based Strike 10, Crit 19-20
High-Speed Heat Ray +10 | Penetrating 8 Blast 10

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10, Will 7

Abilities 70, Powers 65, Advantages 25, Skills 23, Defenses 11 = 171 PP

________________________________________________________________________________________________________________________

Complications

Personality - Armored Knight is a pretty basic, evil, demonic warrior. He shares Commander Magnet's overconfidence.

Background: Armored Knight, the third and final late-stage villain. A knight Cyborg Majin stationed in Spain, Knight came into conflict with the X-Rider before being called to Japan by his boss, Marshal Machine. Arriving after Commander Magnet's initial defeat by Stronger, Knight would be sent out as part of Marshal Machine's mission to 'drown Japan in fire', setting up explosives at a gas refinery to cause massive explosions. This scheme would be interrupted by the arrivals of X and Amazon, who fought him off. Meeting up with Magnet, who was undertaking his plane-crashing scheme, the two demons would be discovered and killed by the combined forces of Stronger, X and Amazon. Presumably revived by that giant-mountain-face, Armored Knight would serve as a backgrounder for the rest of the arc; assigned to the Tokyo Dam mission, defeating Riderman in combat, mourning General Shadow, before being defeated and captured by Rider 1. Escaping with the others following the rescue of V3 and Riderman, Armored Knight would fall in the free-for-all between the Seven Legendary Riders and the Revived Kaijin Corps. Thus ended Armored Knight.

Notes: Armored Knight is a solidly capable PL 10, actually hitting his PL in most marks. A mid-tier, dual-wielding swordsman with none of the real skill, he's got a very limited power set; the generic Demonic Life Support and Immortality, the Teleportation, and one quite powerful Heat Ray effect, strong enough to rupture a gas refinery tank, causing a massive explosion. Overall, he's capable, but not exactly an elite. I think he caught Riderman on an off-day, even if we take away the Legend Rider status, I don't think he'd be able to outdo him as easily as he did. Design's pretty cool, but kinda generic considering the way cooler design of his superior, and the really nice simplicity of his fellow lackey.
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OwOMotaros
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Delza Army Corps

Post by OwOMotaros »

Next, the Delza Army's resident mooks...

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Delza Army Corps

PL 5 (52 PP)

Identity: Unknown
Gender: Varies (Most Commonly Male)
Age: Unknown
Height: Varies
Weight: Varies
Eyes: Unknown
Hair: Unknown
Group Affiliation: Delza Army (Subordinates of specific generals)
Base Of Operations: Mobile (wherever their general goes)

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

Advantages
Equipment 3 (Chosen Weapons (Chains, Spears, etc.)

Skills
Acrobatics 4 (+6 Total)
Athletics 4 (+6 Total)
Deception 4 (+4 Total)
Expertise: Criminal 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
Chosen Weapons +6 | Varies
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 - Delza Army Corps Members are little more than slightly varied in appearance minions. No real personality to speak of.

Notes: The Delza Army Corps are pretty simple reuses of the Shocker Combatant build, but there is one key difference: each set of mooks serves under one of the Generals, wearing masks signifying their allegiance and with various additions to their builds.
  • Wild Eagle's Corps wear red bird masks and have the ability to fly (Subtle Winged Flight 4 (500-fpr/30 mph)
  • Staff Officer Steel's Corps wear metal masks and wield chains (Grabbing Reach 2 Strength-Damage +0)
  • Dr. Kate's Corps wear rose masks and seem completely normal.
  • Major Skull's Corps wear skull masks, and are trained as spies with invisibility (Perception +4, Investigation +6, Stealth +4, Visual Concealment 2)
  • Baron Rock's Corps wear stone masks and have his ability to transform into rocks (Metamorph 1 (Giant Boulder (Wall-Crawling 2, Speed 3 (250-fpr/16 mph)
  • General Wolf's Corps wear.......yellow masks (maybe the moon?), and wield spears, alongside the ability to turn invisible (Spear +2, Reach 1, Visual Concealment 2)
  • Commander Brank's Corps wear......generic monster masks, and seem normal besides their use of the Commander's own Knife-Gun
  • Snake Woman's Corps wear snake masks and have her ability to become a snake (Metamorph 1 (Snakes)
  • Marshal Machine's Corps wear regal headpiece masks and seem normal.
  • Commander Magnet's Corps wear red masks and seem to be quite intelligent, setting up his power-boosting machine (Expertise: Science +8)
  • Armored Knight's Corps wear red/blue masks (for some reason), and seem completely normal
Last edited by OwOMotaros on Sat Dec 24, 2022 11:43 am, edited 1 time in total.
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OwOMotaros
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Great Leader of Delza Army

Post by OwOMotaros »

Now, to finish of the Delza Army series, guess who's back, bitches!

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Great Leader of Delza Army

Background: For most of the Delza Army arc, there was no real.....discussion of any sort of Great Leader, as the first wave of Cyborg Majin warred amongst themselves over leadership, and General Shadow controlled the situation in the background. However, after the arrival of Marshal Machine, a large face in the side of the Delza Army's mountain base began to stir, watching as its residents struggled against the rising threat of the Seven Legendary Riders. Eventually, it finished waking up, striking down on the Riders with eye beams, allowing its failing and captured minions to escape. It would then revive a group of additional minions to back them up during the final battle, watching as the Seven Legendary Riders annihilated its warriors, leaving it alone as the final obstacle. As the Riders drove into the valley entrance towards its complex, it fully emerged, revealing its massive size, and speaking to the group. Its voice was.....familiar. The Riders began to go down the list of their opposing factions, before the giant revealed its identity: the Great Leader they had been fighting this whole time, the....thing that has ruined most of their lives, now in the form of 'Rock Great Leader'. It proceeded to serve as a massive roadblock, shrugging off pretty much every strike, knocking Riders around like nothing. It took the Riders combining their powers, flying into the creature's mind, and causing the sentient cyclops brain inside to self-destruct in an attempt to kill them. With this, the Great Leader was seemingly, finally, defeated.

OOO, Den-O, All Riders! Let's Go Kamen Riders
This form of the Great Leader wouldn't be kept dormant forever, surprisingly. In the final battle of Let's Go Kamen Riders, following their base form's defeat by OOO TaMaShii Form's TaMaShii Bomber, they emerged from the Earth as the STUPID BIG Heisei Rock Great Leader. Unable to defeat them on their own, the Primary Riders would receive a massive set of backup; every additional Rider up to that point (even evil ones, because they had the suits around), joined them to perform the All Rider Break, slaying the Great Leader once again.

Notes: This form of the Great Leader would probably push their Shapeshifting power to the max, especially in their Heisei incarnation. While the original just has a pretty solid size, overwhelming durability (resisting all the Riders' blows, including a few finishers), as well as eye beams that could cause large explosions and revive dead Kaijin, the Heisei Great Leader is absolutely massive, with an estimated size of 4900 meters, just over 3 miles tall. This thing could probably have just stomped its way into the planet's core if it wanted to. Totally necessitated the nearly 70-Rider Team Attack.
Last edited by OwOMotaros on Sat Dec 24, 2022 11:47 am, edited 2 times in total.
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KorokoMystia
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Re: Taros' Tokusatsu Builds (Delza Army Complete!)

Post by KorokoMystia »

The original Rock Great Leader costume is so darn goofy, especially that grinning face. It's incredible.
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Ares
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Re: Great Leader of Delza Army

Post by Ares »

OwOMotaros wrote: Sat Jun 04, 2022 10:05 am Image
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Great Leader of Delza Army
We might need some kind of top ten countdown from you on "Best Great Leader" versions.
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OwOMotaros
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Re: Great Leader of Delza Army

Post by OwOMotaros »

Ares wrote: Sat Jun 04, 2022 9:01 pm
OwOMotaros wrote: Sat Jun 04, 2022 10:05 am Image
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Great Leader of Delza Army
We might need some kind of top ten countdown from you on "Best Great Leader" versions.
1. Decade. Self-explanatory.
2. Black Satan. Goofy-ass spider mattress. Literally perfect.
3. Neo-Shocker. He's just a FUCKING DRAGON.
4. Every other version.
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OwOMotaros
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Denpa-Ningen Tackle

Post by OwOMotaros »

Now, to tie up the Kamen Rider Stronger builds, we'll cover their short list of allies. Most important of whom is...

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"Denpa-Ningen....Tackle!"

"She's fought more than enough! She'll never be called a Kamen Rider! She's a normal human!" - Stronger's comments on her during Kamen Rider Spirits

Denpa-Ningen Tackle (Electro-Wave Human Tackle)

PL 8 (177.5 PP)

Identity: Yuriko Misaki (Secret)
Gender: Female
Age: Unknown (Early-20s)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: Kamen Rider Stronger (Partner)
Base of Operations: Mobile throughout Japan

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

Powers

Low-Grade Black Satan Cybernetics: Immunity 1 (Aging), Leaping 1 (15-ft). Total: 2

GO!: Activation 1. Total: 65

Denpa-Ningen, Tackle!: Enhanced Abilities 7 (Strength 3, Stamina 2, Agility 2), Enhanced Advantages 6 (Evasion 1, Extraordinary Effort, Improved Critical (Unarmed) 1, Improved Initiative 1, Power Attack, Weapon Bind), Enhanced Defenses 4 (Dodge 1/Parry 3), Immunity 2 (Cold/Heat), Leaping 1 (30-ft), Movement 1 (Safe Fall), Speed 2 (120-fpr/8 mph). Total: 31

Not-Rider Senses: Senses 8 ((Radio 1), (Mental 7 (Electromagnetic Awareness 3 (Extended 1 (-1/100) Radius 1))), (Detect Electricity 4 (Acute 1 Ranged 1 Radius 1))). Total: 8

Denpa Nage! (Electrowave Toss): Diminished Range 2 (x5/x10/x25) Concentration Extra Condition 2 Instant Recovery Ranged Affliction 8 (Electromagnetic, DC 18 Dodge/Fortitude, (Dazed-Impaired-Vulnerable/Defenseless-Stunned-Prone), Limited (Two Degrees)), Linked Concentration Diminished Range 2 (x5/x10/x25) Move Object 6 (Electromagnetic, 1.5 tons). Total: 22

Advantages
Equipment 4 (Tentoro, Radio), Evasion 1, Extraordinary Effort, Improved Critical (Unarmed) 1, Improved Defense, Improved Disarm, Improved Initiative 1, Improved Trip, Leadership, Move-By Action, Power Attack, Ranged Attack 2, Redirect, Set-Up 1, Takedown 1, Taunt, Teamwork, Tracking 1 (Visual), Weapon Bind
Equipment
Image
Tentoro (PL 7 (17 EP/4 PP))
Medium
Strength 2
Speed 6 (1,800-fpr/120 mph)
Defense +7 (DC17)
Toughness 7

Radio: Communication Link 1 (Stronger)
Skills
Acrobatics 4 (+7/9 Total)
Athletics 5 (+7/10 Total)
Close Combat: Unarmed 3 (+11 Total)
Deception 4 (+7 Total)
Expertise: Science 5 (+7 Total)
Insight 4 (+7 Total)
Investigation 5 (+7 Total)
Perception 4 (+7 Total)
Persuasion 2 (+5 Total)
Ranged Combat: Denpa-Nage! 4 (+8 Total)
Stealth 4 (+7/9 Total)
Technology 5 (+7 Total)
Treatment 6 (+8 Total)
Vehicles 6 (+8 Total)

Offense
Initiative +3/9
Unarmed +11 | Close, Damage 2 (5, Crit 19-20 when transformed)
Denpa Nage! +8 | Concentration Diminished Range 2 (x5/x10/x25) Instant Recovery Ranged Affliction 8 (Dazed-Impaired-Vulnerable/Defenseless-Stunned-Prone), Linked Concentration Diminished Range 2 (x5/x10/x25) Move Object 6 (1.5 tons)

Defense
Dodge 8/11, Parry 8/11, Fortitude 5/7, Toughness 3/5, Will 7

Abilities 52, Powers 67, Advantages 17, Skills 30.5, Defenses 11 = 177.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - Yuriko's a bit rougher around the edges than your average 70's heroic damsel-in-distress. Kind and heroic, devoted to fighting alongside Shigeru to defeat Black Satan & the Delza Army.

Relationships - Yuriko and Tobei Tachibana hang out a lot. Shigeru's usually 3 steps ahead of them, so they get left behind together often. Throughout the series, Yuriko seems to develop some romantic feelings towards Shigeru, but those were kind of.....shoved in at the last minute.

Damsel-in-Distress - Yuriko has a terrible track record against Kikkaijin. She has never won a fight against one. She also tends to get kidnapped after her defeats, requiring Shigeru to save her.

Background: Yuriko Misaki, the Electro-Wave Human Tackle. The sister of a Black Satan scientist, Yuriko joined the organization under the belief that working with them would allow her to find her brother. Rescued after her surgery by the newly-activated Kamen Rider Stronger, Yuriko would join him on his crusade against the organization as the not-quite-a-Rider hero, Tackle. While a capable fighter, Yuriko would usually find herself either backing Stronger up in combat or being captured and requiring rescue. After assisting (barely) in the defeat of Black Satan, Yuriko would be overwhelmed by the rise of the Delza Army. Trying to help Stronger in the battle against Dr. Kate, Yuriko would be infected with the doctor's 'Kate Gas', leaving her fatally wounded, and slowly dying throughout the episode. Asking Tachibana to keep quiet about this, Yuriko would enjoy one last day with her best friend, getting him to promise to vacation across the world once their battle was over. Transforming one last time, Tackle would take on Dr. Kate while Stronger was preoccupied with Major Skull, slowly fading out as she fought the doctor into an open plain. Unable to save her, Stronger watched as Tackle sacrificed herself to destroy the Cyborg Majin through her last-ditch 'Ultra Cyclone'. Thus ended the Electro-Wave Human, Tackle.

Notes: Tackle, while not on the same level as most Kamen Riders, is by no means a weak hero. A solid PL 8 Unarmed with sufficient goon-sweeping potential, she is more than capable in a fight, and while partnered up with Stronger, can serve as quite the good backup. Her Denpa-Nage is undoubtedly her most powerful ability; a linked Affliction/Move Object power, able to take out mooks with little effort, and even knock around a Kikkaijin for a time. Even with all these benefits, Tackle's still not great shakes in combat. With +5 Damage and +5 Toughness, she's hard-pressed to deal sufficient damage to a Kikkaijin, and she lacks the lethality to put anyone down for good. Despite all this, I love the character. Tackle is the prototype for the modern era of Kamen Rider's female heroes, some of my favorite characters in the franchise. And, as a Showa-Era hero, Tackle gets brought up a surprising amount, being the source of Stronger's character arc in Kamen Rider Spirits, where he explains why she never gained the title of Kamen Rider.
Last edited by OwOMotaros on Thu Aug 17, 2023 9:40 pm, edited 5 times in total.
Jabroniville
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Re: Taros' Tokusatsu Builds (Delza Army Complete! Electrowave-Human Tackle!)

Post by Jabroniville »

D'aww- Tackle looks like a cute dorky Rider. And a precursor to The Miraculous Ladybug!

She seems kinda like the female characters you get a lot in boy-focused stuff- sidekicks, add-ons and kind of annoying girls that complicate the hero's life. What was the fanbase's reaction to her? You seemed rather like "Tackle sucked a lot at fighting lol" in your various updates :), and I assumed the fanbase was quite snarky regarding her.
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OwOMotaros
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Re: Taros' Tokusatsu Builds (Delza Army Complete! Electrowave-Human Tackle!)

Post by OwOMotaros »

Jabroniville wrote: Wed Jun 08, 2022 6:26 am D'aww- Tackle looks like a cute dorky Rider. And a precursor to The Miraculous Ladybug!

She seems kinda like the female characters you get a lot in boy-focused stuff- sidekicks, add-ons and kind of annoying girls that complicate the hero's life. What was the fanbase's reaction to her? You seemed rather like "Tackle sucked a lot at fighting lol" in your various updates :), and I assumed the fanbase was quite snarky regarding her.
There are very few characters in the Rider fandom that are straight up despised in a way that isn't ironic or out of love for their portrayal. We're lucky that most series are well-written. Tackle was a big draw for Stronger back in the day, since the whole reason they were created was due to Shotaro Ishinomori hearing that little girls wanted a hero to play as alongside the boys when playing Kamen Rider. Nowadays, people mostly appreciate Tackle for that legacy status, being the predecessor for all female heroes in the series and all, but its undeniable to us that Tackle just..........sucks in combat. Even her alternate reality revival in the Heisei Era has this problem....
Spoiler
SHE'S LITERALLY DEAD BEFORE THE MOVIE STARTS.
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OwOMotaros
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Stronger's Allies

Post by OwOMotaros »

Lastly, to finish the Stronger recap, we have our short blurbs about his few allies...

__________________________________________________________________________________________________________________________________

Tobei Tachibana - Legendary Showa Era Mentor, in his last full-season appearance. Discovering Stronger & Tackle early into their adventure, he put aside his racing aspirations to provide support to the two youngsters. Here.

Goro Numata - Stronger's best friend and fellow college footballer. Killed by Black Satan after being transformed into the prototype of Stronger, Kikkaijin Spark. Despite his importance to the plot, he never appears or is given his name, only gaining those in supplementary material. His revived husk of a monster form would be revived during the events of Kamen Rider Spirits, and would be permanently be put to rest by Stronger, who used his friend's cybernetics to repair his own damaged components.
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OwOMotaros
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General Monster/Yamorijin

Post by OwOMotaros »

Alright, alright, no more complaining, I've got the first build of the next set done. Presenting the first general of Neo-Shocker....

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General Monster

PL 7 (165.5 PP)

Identity: General Monster
Gender: Male
Age: Unknown (Served During WWII)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: Neo-Shocker (General)
Base of Operations: Various Neo-Shocker Bases Across Japan

Abilities
Strength 2, Stamina 5, Agility 4, Dexterity 0
Fighting 9, Intellect 4, Awareness 4, Presence 4

Powers

Neo-Shocker Cyborg: Immunity 5 (Aging, Disease, Poison, Suffocation 2), Metamorph 1 (Human to GeckoMan). Total: 11

Mechanical Hand: Strength-Damage +2 (Piercing, DC 19), Device (Removable). Total: 2

Random-Ass-Teleportation: Accurate Change Velocity Teleport 7 (1/2 mile). Total: 22

Advantages
Assessment, Benefit 3 (Neo-Shocker General), Connected, Contacts, Equipment 5 (Weaponized Horse Crop, 10 points for assorted items), Improved Critical (Mechanical Hand) 1, Improved Defense, Jack-Of-All-Trades, Languages 2 (German (Base), Japanese, Various Others), Leadership, Move-By Action, Ranged Attack 5, Taunt, Well-Informed
Equipment
Weaponized Horse Crop: (Flamethrower: Line Area 1 Damage 7 (Fire, DC 22, 30-ft line), A.E (Crop Strike: Strength-Damage +1 (Force, DC 18)
Skills
Acrobatics 3 (+7 Total)
Athletics 5 (+7 Total)
Deception 8 (+12 Total)
Expertise: Nazi 6 (+10 Total)
Expertise: Neo-Shocker 8 (+12 Total)
Insight 5 (+9 Total)
Intimidation 4 (+8 Total)
Investigation 1 (+5 Total)
Perception 4 (+8 Total)
Persuasion 4 (+8 Total)
Stealth 4 (+8 Total)
Technology 2 (+6 Total)
Vehicles 5 (+5 Total)

Offense
Initiative +4
Unarmed +9 | Close, Damage 2 (4, Crit 19-20 with Mechanical Hand)
Hidden Flamethrower (DC 17 Dodge) | Line Area 1 Damage 7
Crop Strike +9 | Close, Damage 4 (5 with Mechanical Hand)

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 5, Will 9

Abilities 64, Powers 35, Advantages 25, Skills 29.5, Defenses 12 = 165.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - Much like his former commander, Monster is the worst type of person; a literal Nazi.

Devotion - As a high-ranking member of Neo-Shocker, Monster is devoted to the organization and its goal; literal genocide.

Disabled - Monster wears a gecko-encrusted eyepatch, and presumably lacks that eye.

Background: General Monster, the first Neo-Shocker executive. A former Nazi Soldier (serving under General Zol himself), Monster would join the original organization on recommendation from Zol, receive a basic cybernetic alteration, and be put into stasis, awaiting his turn to be fully completed. This would not occur for several years, with his body presumably being dragged around throughout the various organizations. Eventually, he was raised back to consciousness and worked his way into an executive position within Neo-Shocker, the first villain organization to rise within the past 5 years. Eventually, while his forces attempted to recapture a kidnapped scientist, Keitarō Shido, a young man named Hiroshi Tsukuba would interfere and rescue the professor, before being caught further in the web of Neo-Shocker, getting his friends killed, and the professor and him both captured. After the professor performed a reconstruction surgery on Hiroshi, transforming him into the New Kamen Rider, Monster would begin a war against the new foe, resulting in schemes like;
Spoiler
using the blood of children to create a new type of chemical weapon, using a remote-controlled cyborg woman to kill high-profile scientists and take their research, targeted an incoming flight while trying to capture a cybernetic scientist and his family, constructed an immortal mushroom cyborg able to mold people to death who assumed the form of a nurse that Skyrider knew and used that to attempt an assassination on him and his injured child friend, received assistance from the rest of the branches in the form of a Satan-Worshipping Mantis Cyborg, manipulated a martial artist into become a cyborg, who pretended to escape from Neo-Shocker and ally with Skyrider, while also attempting to poison the water supply, brainwashing notable martial artists from around Japan into joining Neo-Shocker, sabotaging infrastructure with a crab monster, indoctrinating child athletes into Neo-Shocker's "Young Athletes Division", planning to send them into the Junior Olympics and use them as assassins against various world leaders, did the ol' "Disguise a Monster as Santa" bit, deployed the "Plus Alpha" superbomb to destroy Tokyo, used balloons for biological warfare with a supergerm, used a monster made of penicillin to cause an Earthquake powerful enough to drop all of Kanto into the sea, etc.
After his repeated failures, Monster would receive a final warning from the Great Leader; Destroy the Kamen Rider, or die. To accomplish this, Monster, using a CockroachMan with the power to no-sell the Sky Kick, would develop a breed of super-powered, killer cockroaches to destroy Japan's ecosystem (and also, y'know, explode people). After this failure, he went full-tilt into guerilla tactics, revealing his form as......

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Yamorijin (GeckoMan)

PL 10 (222.5 PP)

Identity: General Monster
Gender: Male
Age: Unknown (Served During WWII)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: Neo-Shocker (General)
Base of Operations: Various Neo-Shocker Bases Across Japan

Abilities
Strength 7, Stamina 8, Agility 4, Dexterity 2
Fighting 10, Intellect 4, Awareness 4, Presence 4

Powers

Neo-Shocker Cyborg: Immunity 5 (Aging, Disease, Poison, Suffocation 2), Metamorph 1 (Human to GeckoMan). Total: 11

Gecko Whip: Penetrating 5 Reach 2 (10-ft) Strength-Damage +2 (Explosive/Force, DC 24), Device (Easily Removable). Total: 5

Gecko Bombs: Diminished Range 2 Blast 8 (Explosive, DC 23). Total: 14

Yamorijin Clone Technique: Partial Visual Concealment 4 (All Visual). Total: 4

Gecko Change: Metamorph 1 (GeckoMan to Actual Gecko). Total: 6

Random-Ass-Teleportation: Accurate Change Velocity Teleport 7 (1/2 mile). Total: 22

Advantages
All-Out Attack, Assessment, Benefit 3 (Neo-Shocker General), Connected, Contacts, Equipment 5 (Weaponized Horse Crop, 10 points for assorted items), Fast Grab, Improved Critical (Gecko Whip) 1, Improved Critical (Gecko Bombs) 1, Improved Defense, Improved Grab, Improved Initiative 1, Jack-Of-All-Trades, Languages 2 (German (Base), Japanese, Various Others), Leadership, Move-By Action, Power Attack, Ranged Attack 5, Startle, Takedown 1, Taunt, Well-Informed

Skills
Acrobatics 4 (+8 Total)
Athletics 3 (+10 Total)
Close Combat: Gecko Whip 1 (+11 Total)
Deception 8 (+12 Total)
Expertise: Nazi 6 (+10 Total)
Expertise: Neo-Shocker 8 (+12 Total)
Insight 5 (+9 Total)
Intimidation 6 (+10 Total)
Investigation 1 (+5 Total)
Perception 4 (+8 Total)
Persuasion 4 (+8 Total)
Ranged Combat: Gecko Bombs 3 (+10 Total)
Stealth 3 (+7 Total)
Technology 2 (+6 Total)
Vehicles 3 (+5 Total)

Offense
Initiative +8
Unarmed +10 | Close, Damage 7
Gecko Whip +11 | Penetrating 5 Reach 2 (10-ft) Strength-Damage 9, Crit 19-20
Gecko Bombs +10 | Diminished Range 2 Blast 8, Crit 19-20

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 8, Will 9

Abilities 86, Powers 62, Advantages 33, Skills 30.5, Defenses 11 = 222.5 PP

________________________________________________________________________________________________________________________

Background: As the GeckoMan, Monster leaned real hard into some endgame-type shit: bombing random sections of Tokyo, attacking Skyrider's home base and kidnapping his entire support group, which all culminated in a challenge in the Gecko Valley. Skyrider, trading his life for his kidnapped allies, willingly handed himself over to the General. Of course, being a deceitful bastard, and literal Nazi, tricked him and recaptured the group, stringing them up to be killed in front of the Skyrider. Breaking free at the last minute, Skyrider managed to save his friends from the set explosives and took on the General in their final battle. After a hard-fought battle, Skyrider landed a near-fatal Sky Kick to his chest, knocking him into his human form. Struggling to his feet, Monster prepared to set his internal explosives off, supposedly powerful enough to level the entire valley. Before he could, he was struck down by a violet lightning bolt from the sky, exploding, as the image of his successor, Admiral Majin, floated in the distance...

Notes: General Monster, while being a pretty direct homage to General Zol, was a bit more interesting version of his predecessor: actually laid-out motivation (y'know, genocide, the usual), a more colorful appearance (really like that gecko eyepatch, and the hand draws attention pretty well), etc. Of course, he's not massively capable in his human form, wielding solid Villain General stats, with a few assorted powers, and a neat little hidden Flamethrower in his Horse Crop. When he assumes his Kaijin Form, he shoots up nearly 3 PL, with the solid physical stats of most Monsters-Of-The-Week, assorted extra powers (a random afterimaging power, morphing into an actual gecko, etc), and an odd appearance. This would put him roughly on par with the first-arc Skyrider, who should be around PL 9 (with an officially listed Sky Kick output of only about half a ton, there's no way he isn't kinda low starting out).
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OwOMotaros
Posts: 592
Joined: Thu Aug 13, 2020 3:20 am

Admiral Majin

Post by OwOMotaros »

FINALLY!

Next up, Neo-Shocker's scheming demon.....

Image

Admiral Majin

PL 11 (250 PP)

Identity: Admiral Majin
Gender: Male
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Unknown
Group Affiliation: Neo-Shocker (Top General)
Base of Operations: Neo-Shocker HQ, Under Demon Lake, Japan

Abilities
Strength 6, Stamina 10, Agility 3, Dexterity 0,
Fighting 10, Intellect 4, Awareness 5, Presence 5

Powers

Neo-Shocker Cybernetics: Immunity 11 (Aging, Life Support 10), Leaping 2 (30-ft), Speed 2 (120-fpr/8 mph). Total: 15

Spark-Warp: Accurate Change Direction Change Velocity Teleport 8 (1 mile). Total: 26

Cyborg Weapons: Array (Alternate Effects)
  • Machine Guns: Multiattack Blast 9 (Ballistic/Explosive, DC 24)
  • Demonic Poison Gas: Cloud Area 2 Weaken Stamina 11 (Chemical, DC 21 Fortitude, 30-ft cloud)
  • Illusions: Independent Illusion 11 (Visual/Auditory, 30-cft, 6 Ranks Limited to Increasing DC)
  • Detachable Limbs: Feature 1 (Can Detach Limbs)
Advantages
All-Out Attack, Assessment, Benefit 3 (Neo-Shocker General), Chokehold, Connected, Contacts, Daze (Intimidation), Equipment 2 (Sword +4), Improved Critical (Swords) 1, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 1, Leadership, Move-By Action, Power Attack, Quick Draw, Ranged Attack 4, Startle, Takedown 1, Taunt, Well-Informed
Equipment

Sword: Dangerous 1 Impressive Penetrating 4 Strength-Damage +4 (Slashing/Piercing, DC 25).
Skills
Acrobatics 5 (+8 Total)
Athletics 6 (+12 Total)
Close Combat: Unarmed 2 (+12 Total)
Close Combat: Swords 3 (+13 Total)
Deception 8 (+13 Total)
Expertise: Neo-Shocker Executive 10 (+14 Total)
Insight 4 (+9 Total)
Intimidation 8 (+12 Total)
Investigation 3 (+7 Total)
Perception 5 (+10 Total)
Persuasion 3 (+8 Total)
Ranged Combat: Cyborg Weapons 7 (+11 Total)
Stealth 4 (+7 Total)
Technology 4 (+8 Total)
Vehicles 3 (+3 Total)

Offense
Initiative +7
Unarmed +12 | Close, Damage 6
Sword +13 | Impressive Penetrating 4 Strength-Damage 10, Crit 18-20
Machine Guns +11 | Multiattack Blast 9
Demonic Poison Gas (DC 21) | Cloud Area 2 Weaken Stamina 11

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 10, Will 10

Abilities 86, Powers 82, Advantages 29, Skills 37, Defenses 16 = 250 PP

________________________________________________________________________________________________________________________

Complications

Personality - An experienced and capable general, Majin is as merciless as you could expect.

Relationship - Admiral Majin is exceptionally submissive to and fearful of the Great Leader, with multiple episodes dedicated to him attempting to appease him.

Background: Admiral Majin, Neo-Shocker's hellbent commander. Summoned from South America to Japan by the Great Leader after General Monster's constant failures in dealing with Japan's newest Kamen Rider, Admiral Majin began more and more high-grade plots, including...
Spoiler
having a Stingray Kaijin overload Tokyo's premier power plant, bringing the entire city into chaos, install a "Killer Sonic Wave" device into a Werewolf Kaijin, called in multiple tough kaijin to overwhelm him through both a biological attack and another blowing-up-the-dam mission (stopped with interference by Stronger), planned to use a Freezing Missile to turn Tokyo into a freezing hellscape (foiled due to them requiring a child sacrifice, thus drawing Skyrider's attention), deployed a twin set of Flying Squirrel Kaijin to recover a stolen set of plans to release human bombs (revealed to be a diversion), who then assisted in the true plan, MORE BOMBS (foiled by interference by V3), discovered a deranged scientist who created "Toxidron", an extremely potent gas, able to wipe out then entire population of Tokyo at 0.0001% concentration, which they then took, planning to wipe out vast swaths of people (foiled by the scientist's little sister), attempted to decode the Sigma Energy formula, planning on using it to construct a bomb, tricked Skyrider into taking care of a quick-growing, secretly turtle-kaijin child, who weighed a massive amount, planning on crushing the Rider with his body, poisoning entire school classes, leaving the schools closed and free to be taken over by Neo-Shocker, who would alter then into bases to surround Tokyo, before bio-bombing the entire city (foiled by interference from Riderman and X), revived several monsters for another Monster Corps, which were then placed under the control of the Kilimanjaro Commander (destroyed by the Seven Legendary Riders and a newly-upgraded Skyrider), deployed a mummy Kaijin to trap dozens of kids in biohazardous masks, which cannot be removed without killing the children, (and also mind controls the children), used a tapir Kaijin to attempt to mind control more schoolchildren (This time through dreams), tried to build a shrine to the Great Leader, planning on sacrificing a bunch of failing students to him to get him off his back about all his failures, while two skilled commanders fought over killing Skyrider (both foiled by the arrival of X-Rider), used a mouse Kaijin to commit biowarfare through specially made Rat Drones, kidnapped the daughter of a scientist who had created a serum able to alter plant chlorophyll into animal blood, which they used to get the scientist to make a serum able to reverse the process, turning animals into plants (foiled by interference by V3), had a tree Kaijin create a super-seed able to transform people into plants, which they used to take over a small town (foiled by interference by Rider 2), drafted civilians into the AriCommandos through a promise of a "1,000,000 Yen Salary" (foiled by Stronger), stole an ancient Polynesian jewel with the power to transform women into demons (foiled by Rider 2), attempted to release an old Japanese Army chemical agent hidden under an abandoned hospital, used a Zombie Kaijin to create an army of zombies, used a spirit-manipulating elephant Kaijin, obsessed with stealing ears, to.....steal ears as an offering to the Great Leader, released a "smartening serum" to the public, supposedly to make kids smarter, but really bringing them under Neo-Shocker's control, allowing them to steal their blood, all in a plan to create a resurrection serum for Neo-Shocker's monsters, used the ghost-turned-Kaijin of a Neo-Shocker victim to attempt to kill Skyrider, used a mirror Kaijin to replace people with evil mirror duplicates, including Skyrider's friend Aki, used a Kaijin disguised as Skyrider to ruin his public image by child assault, used a fossil Kaijin to try to capture Skyrider and launch him into space, kidnapped students to draft into the "AriCommando Boys Squad", had a bear Kaijin who created brainwashing headbands powerful enough to even affect him, place them on children to cause chaos, etc.
After consistently being defeated by the Skyrider and his allies, Admiral Majin, under threat of death by the Great Leader, would undertake a truly devious final plot; deceiving Skyrider into believing his parents were still alive, later even posing as his father (who had supposedly been forcibly altered into a cyborg), in an attempt to get close enough to kill him with his timebomb. With the true fate of Hiroshi's father being discovered by Rider 2 and Stronger, Majin would make the absolutely baller decision to fight 3 Kamen Riders at once, trying to keep them busy and close enough to him for them to be captured in his timebomb. This, as you would expect, did not go well, as a Triple Rider Kick struck him down. Somehow, his cybernetic brain survived this attack and was sent flying, all the way to the bottom of Demon Lake, coming to the attention of the Great Leader. Pleading for his life to be renewed, Admiral Majin would have his brain crushed into EXPLODING GLITTER in the Great Leader's kaiju-sized palm.

Notes: Admiral Majin is a capable warrior and general, as expected. Solid physical and mental stats, with a powerful sword and cybernetic abilities, and an especially dangerous "Demonic Poison Gas", supposedly able to melt the bodies of even the most powerful cyborgs, buuuut.....he seems a bit underpowered to me. Though that may be that his primary fight was against 3 Riders at once, and that's not good for anyone's reputation. Though he did manage to hold all three of them at once for multiple turns, so props for that.
Last edited by OwOMotaros on Mon Nov 07, 2022 6:24 am, edited 1 time in total.
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OwOMotaros
Posts: 592
Joined: Thu Aug 13, 2020 3:20 am

Ari Commandos

Post by OwOMotaros »

Next up, the mooks of the season...

Image

Ari Commandos

PL 5 (63 PP)

Identity: Unknown
Gender: Unknown
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: Unknown
Hair: Unknown
Group Affiliation: Neo-Shocker
Base of Operations: Mobile

Abilities
Strength 2, Stamina 3, Agility 2, Dexterity 1,
Fighting 6, Intellect 0, Awareness 0, Presence 0

Powers

Neo-Shocker Cybernetics: Immunity 5 (Aging, Disease, Poison, Suffocation 2), Protection 1. Total: 6

Advantages
Equipment 4 (Assorted Weapons), Ranged Attack 4, Teamwork

Skills
Acrobatics 4 (+6 Total)
Athletics 4 (+6 Total)
Deception 4 (+4 Total)
Expertise: Neo-Shocker 5 (+5 Total)
Insight 2 (+2 Total)
Intimidation 5 (+5 Total)
Perception 2 (+2 Total)
Stealth 2 (+4 Total)
Vehicles 4 (+5 Total)

Offense
Initiative +2
Unarmed +6 | Close, Damage 2

Defense
Dodge 6, Parry 6, Fortitude 3, Toughness 4, Will 0

Abilities 28, Powers 6, Advantages 9, Skills 16, Defenses 4 = 63 PP

________________________________________________________________________________________________________________________

Complications

Loyalty - Ari Commandos are loyal and subservient, often used as test subjects for deadly experiments willingly.

Background: The Ari Commandos are Neo-Shocker's elite cybernetic troopers, armed with a variety of weapons, and assigned to their various commanders to combat the forces of good across the world. We get a surprising amount of insight into their structure: how they're recruited (anything from newspaper ads, to pure deceit, to straight-up kidnapping), how they function (they're cyborgs this time), to the multiple times they tried to recruit kids.

Notes: The Ari Commandos are just as run-of-the-mill as the rest of the early Showa Rider mooks; capable footsoldiers, able to function in a variety of roles, but, at the end of the day, not that hard for a Kamen Rider, or even a reasonably-competent human to take out. The only difference is that these are canonically cyborgs (as in we see the bits and everything), thus necessitating a few extra ranks in powers to reflect their capabilities. They also tended to switch up weapons a LOT. Your classic short swords and guns, to spears, nunchucks, etc. Even a few commander-specific weapons, like the conductive whips given to the Commandos under Shibirayjin, the stingray kaijin, used their power to revive defeated Commandos through that conductivity, reactivating their systems.
Last edited by OwOMotaros on Mon Nov 07, 2022 6:25 am, edited 1 time in total.
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