Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Eyedol

Post by Jabroniville »

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EYEDOL
Role:
End Boss
Games: Killer Instinct I, KI (2013)
PL 10 (145)
STRENGTH
6 STAMINA 8 AGILITY 1
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Athletics 5 (+11)
Expertise (Warlord) 7 (+9)
Expertise (History) 6 (+8)
Insight 2 (+4)
Intimidation 10 (+10)
Perception 4 (+6)
Ranged Combat (Fireball) 8 (+12)

Advantages:
Close Attack, Equipment (Huge Club +1- Reach), Improved Critical 2 (Special Moves), Improved Critical (Club) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
Immunity 1 (Aging) [1]
"Stomp" Leaping 1 (15 feet) [1]

"Two Heads"
Enhanced Skills 4: Perception 4 (+10) [2]
Enhanced Advantages 2: Second Chance (Visual Dazzles), Second Chance (Mind Control) [2]

"Triple Fireball" Blast 6 (Extras: Multiattack) (18) -- [19]
  • AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 10) (Inaccurate -2) (11)
Offense:
Unarmed +12 (+6 Damage, DC 21)
Club +12 (+7 Damage, DC 22)
Special Moves +10 (+9 Damage, DC 24)
Ultra-Combo +8 (+10 Damage, DC 25)
Fireballs +12 (+6 Ranged Damage, DC 21)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude +10, Will +7

Complications:
Motivation (Power)- Eyedol is an ancient War God, snatched from Limbo by UltraTech. He seeks to regain his old power.

Total: Abilities: 60 / Skills: 42--21 / Advantages: 11 + 7 / Powers: 27 / Defenses: 19 (145)

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EYEDOL- Modern Version
Role:
End Boss
Games: Killer Instinct I, KI (2013)
PL 10 (140)
STRENGTH
6 STAMINA 8 AGILITY 1
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Athletics 5 (+11)
Expertise (Warlord) 7 (+9)
Expertise (History) 6 (+8)
Insight 2 (+4)
Intimidation 10 (+10)
Perception 4 (+6)
Ranged Combat (Fireball) 8 (+12)

Advantages:
Close Attack, Equipment (Huge Club +1- Reach), Improved Critical 2 (Special Moves), Improved Critical (Club) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
Immunity 1 (Aging) [1]
"Stomp" Leaping 1 (15 feet) [1]

"Two Heads"
Enhanced Skills 4: Perception 4 (+10) [2]
Enhanced Advantages 2: Second Chance (Visual Dazzles), Second Chance (Mind Control) [2]

"Warlock Head"
"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 10) (Inaccurate -2) (11) -- [14]
  • AE: "Meteor Strike" Blast 6 (Feats: Indirect- From Above) (Diminished Range -1, Reduced Defenses -1) (10)
  • AE: "Bolt Strike" Blast 6 (Reduced Defenses -2) (8)
  • AE: "Tele-Strike" Teleport 2 (Feats: Change Direction) (5)
Offense:
Unarmed +12 (+6 Damage, DC 21)
Club +12 (+7 Damage, DC 22)
Special Moves +10 (+9 Damage, DC 24)
Ultra-Combo +8 (+10 Damage, DC 25)
Bolt & Meteor Strikes +12 (+6 Ranged Damage, DC 21)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude +10, Will +7

Complications:
Motivation (Power)- Eyedol is an ancient War God, snatched from Limbo by UltraTech. He seeks to regain his old power.
Motivation (Destruction)- In the modern series, Eyedol is simply out to destroy everything.
Enemy (Gargos)- Eyedol was slain years ago by Gargos, and now seeks revenge.
Power Loss (Certain Powers)- Eyedol may not always be in control of the "Warlock" side of his head, which will negate the use of his Meteor and Bolt Strikes, and the Tele-Strike.

Total: Abilities: 60 / Skills: 42--21 / Advantages: 11 + 7 / Powers: 22 / Defenses: 19 (140)

-Eyedol was a pretty lame End Boss, all things considered- Fighting Games can often struggle with these designs, as you obviously want the best designs going to regular characters to advertise the game, while the Bosses ALSO need to look cool, and also challenge the graphics engine a bit (Bison is a bit more plain, but Sagat, Seth & Gill were all giants and thus looked more impressive; Kazuya was "Just Another Guy" in Tekken, while Dural of Virtua Fighter was very plain, if shiny. SNK Bosses are usually hyper-elaborate, but all kind of run into the same design after a point). Oftentimes, fighters just go for sheer SIZE with the End Boss, and so it happened with Eyedol. His backstory is ridiculously-simple- he doesn't even have anything to do with the series' villains! He's just some big monster UltraTech snatched out of Limbo and sent to fight the other combatants! His ending in the first game is a big joke- it copies Blanka's backstory in Street Fighter II, changing his name to "Billy"... except he doesn't believe his "mother's" story, and simply smashes her into the ground with his club.

-Eyedol was simply UltraTech's champion in the first game, and was ignored entirely for the second. It wasn't until the third season of the 2013 update that we finally saw him again. The twenty-two year gap has given him more backstory- he was once a great champion of humanity, but grew corrupt with arrogance and power, and was slaughtered by his arch-rival Gargos, who split his head in twain. The sorcerer Kan-Ra resurrected him in modern times, leaving us with the monstrosity we see today. He appears slightly cooler- but is still a big fat ogre compared to some other Fighting Games' bosses- I'm just not that enamored with his design.

-Eyedol is big and strong sure, but not THAT tough as Final Bosses go- his attacks are nasty and he can Multiattack with the best of them, but is only PL 9.5 altogether, since he WAS killed by Black Orchid in the first tournament, after all. The 2013 game adds stuff with the Heads- the Savage Head is a "rushdown" character, designed to hammer away at the opponent with powerful strikes, while the Warlock Head is a "zoner" designed to keep them at bay. These two heads only swap at the COMPUTER'S say-so, so players can't control it. Only the "Instinct Mode" (gained via... Hero Points in M&M, I guess) allows the use of both.
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds (Glacius! Maya! Turk! Chief Thunder! Eagle! Fulgore!)

Post by KorokoMystia »

Yeah, the head switching being random is annoying. Eyedol does have a "Wake Up!" move though, where he can punch himself in the face repeatedly to try to force the switch at the cost of a bit of life with each punch.
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Re: General RAAM

Post by Thorpocalypse »

Jabroniville wrote: Fri Feb 22, 2019 10:05 pm Image
Image

But isn’t Rosie O’Donnell going to sue them for using her image without permission?

GENERAL RAAM
Dude, that was a cheap shot.

And it was awesome. 8-)
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Gargos

Post by Jabroniville »

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Image

GARGOS
Role:
End Boss
Games: Killer Instinct II, KI (2013)
PL 11 (158)
STRENGTH
8 STAMINA 9 AGILITY 0
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Athletics 5 (+11)
Expertise (Warlord) 9 (+11)
Expertise (History) 6 (+8)
Insight 2 (+4)
Intimidation 7 (+11)
Perception 5 (+7)
Ranged Combat (Fireball) 8 (+12)

Advantages:
Close Attack, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
Immunity 1 (Aging) [1]
"Wings" Flight 4 (30 mph) (Flaws: Winged) [4]

"Fireball" Blast 6 (12) -- [13]
  • AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 10) (Inaccurate -2) (11)
Offense:
Unarmed +13 (+8 Damage, DC 23)
Special Moves +11 (+10 Damage, DC 25)
Ultra-Combo +9 (+11 Damage, DC 26)
Fireballs +12 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +9, Fortitude +11, Will +7

Complications:
Motivation (Power)- Gargos was a warlord who was obsessed with becoming immortal, and even forged a religion that worshipped him as a God.
Prejudice (Monster)- Gargos was transformed into a monster by the Greek Gods as punishment.
Enemy (Eyedol)- The two once clashed, since they had the same goal, but Eyedol soon disappeared and died in the first Killer Instinct game.

Total: Abilities: 74 / Skills: 42--21 / Advantages: 10 + 7 / Powers: 20 / Defenses: 17 (158)

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GARGOS- Modern Series
Role:
End Boss
Games: Killer Instinct II, KI (2013)
PL 11 (194)
STRENGTH
8 STAMINA 9 AGILITY 0
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Athletics 5 (+11)
Expertise (Warlord) 9 (+11)
Expertise (History) 6 (+8)
Insight 2 (+4)
Intimidation 7 (+11)
Perception 5 (+7)
Ranged Combat (Fireball) 8 (+12)

Advantages:
Close Attack, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
Immunity 1 (Aging) [1]
"Wings" Flight 4 (30 mph) (Flaws: Winged) [4]
Regeneration 6 (Flaws: Limited to Within Own Realm) [3]
"Enhanced Power" Enhanced Strength 2 (Flaws: Limited to Within Own Realm) [2]

Space Travel 3 (Extras: Instantaneous, Portal +2) (15) -- [19]
  • AE: "Oblivion" Blast 6 (Reduced Defenses -1) (10)
  • AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 10) (Inaccurate -2) (11)
  • AE: "Insolence- Pillar of Darkness" Enhanced Dodge 3 (3)
  • AE: "Sadistic Drop" Teleport 4 (Feats: Change Direction) (9)
"Minions" Summon Minion 6 (Extras: Active, Controlled, 2 Minions +2) [36]

Offense:
Unarmed +12 (+8 Damage, DC 23)
Shadow Realm +12 (+10 Damage, DC 25)
Special Moves +10 (+10 Damage, DC 25)
Special Moves in Shadow Realm +10 (+12 Damage, DC 27)
Ultra-Combo +8 (+11 Damage, DC 26)
Ultra Combo in Shadow Realm +8 (+13 Damage, DC 28)
Fireballs +12 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (+13 Insolence, DC 20-23), Parry +11 (DC 21), Toughness +9, Fortitude +11, Will +7

Complications:
Motivation (Power)- Gargos is a demonic demigod who seeks only to conquer.
Enemy (Eyedol)- The two once clashed, since they had the same goal, but Eyedol soon disappeared and died in the first Killer Instinct game.
Power Loss (Shadow Realm Powers)- Defeating the Four Idols on Earth will prevent Gargos from gaining the boosts from the Shadow Realm.

Total: Abilities: 72 / Skills: 42--21 / Advantages: 10 + 7 / Powers: 67 / Defenses: 17 (194)

-Gargos (pronounced "GARG-us" by the announcer) is the boss of the second Killer Instinct game, and another pretty plain design (he's basically the guys from Gargoyle's Quest but with no outstanding features beyond "being a gargoyle"). He's an ancient Warlord who made a pact with the Greek Gods (?? they exist in this world?) for more power after beating them in a contest, and while they DID make good on their promise, they also transformed him into a monster as punishment. Locked away for a thousand years, his religion became the Cult of the Tiger that raised Jago, and he went nutty. Now he's back, and the heroes have to defeat him in the past, even though he was sent from the future by UltraTech, and... this story's confusing.

-In the 2013 remake, Gargos returns in Season Three, set up as a Demon Lord who's been in exile for 2000 years. Looking much more demonic, he looms large over the first two seasons, where he tempts Jago and sends Omen as his herald.

-Gargos is super-strong, but rather slow by KI standards (his Ultra Combos are pretty short and he tends to only throw out one attack at a time), making him an odd fit, as a guy who's beaten Greek Gods BEFORE his power-up and is the End Boss of the tournament should be of a pretty high level of power. So I went with a PL 10.5 semi-Powerhouse build, which certainly makes him stand apart from the other Fighting Game characters out there, or any other KI character. He can handle any other KI character, though they can still win, being only 1.5 Power Levels below him for the most part.

-In the modern games, he can summon either the slender Izzik or the strong Dretch, and set them up to either sneak about or be offensive warriors- two hits kill Izzik, and three kill Dretch. Both can be on-screen at the same time. His powers are a bit different, too. There's also a MORE elite version that's fought in his own realm in "Shadow Lords" Mode.
Last edited by Jabroniville on Sun Feb 24, 2019 6:51 am, edited 1 time in total.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds (Eagle! Fulgore! His ski! Eyedol! Gargos!)

Post by Jabroniville »

Okay, that’s it for these guys. I guess I have to do an alt for Hisako because there’s a version out there I missed, but next up is my favourite weird bit: Completely random guys! All from The List in some way or another.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

The Blood

Post by Jabroniville »

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THE BLOOD
Created by:
Howard Mackie (w/ Assorted Artists)
First Appearance: Ghost Rider #28 (Aug. 1992)
Role: Secretive Organization

-The Blood are an ancient, clandestine organization made up of the enemies of Zarathos. Splitting up a medallion of power that the Demon Lord sought, the Blood were slowly whittled down by the centuries, with The Caretaker being the only one still loyal to their purpose. Many of the others had ended up followers of Zarathos, known as The Fallen.

Members:
* Many later joined The Blood. The other two are listed here.

CARETAKER: Listed elsewhere- a mentor-figure to Danny Ketch and other Midnight Sons.
TRUTHSAYER: One pained by lies, she was killed by a suspicious Modred before she could aide The Darkhold Redeemers in their book.

Image

RAYDAR: A black man who can feel the presence of anyone he's ever met, anywhere on Earth. His daughter, Embyrre, was one of the Blood, and she turned on them in order to save him (among other reasons). When Zarathos was using her power to enhanced himself, Raydard fought with him and was destroyed.
Last edited by Jabroniville on Mon Jun 27, 2022 5:23 am, edited 1 time in total.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds (Eagle! Fulgore! Hisako! Eyedol! Gargos!)

Post by Jabroniville »

So The Blood and The Fallen are both from Ghost Rider, but I missed them when I statted up GR's cast a year ago. I was looking for a group from "The List" to build, and looked up The Fallen, and noticed that aspect. So here's The Fallen now!
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

The Fallen

Post by Jabroniville »

THE FALLEN
Created by:
Howard Mackie (w/ Assorted Artists)
First Appearance: Ghost Rider/Blaze- Spirits of Vengeance #17 (Dec. 1993)
Role: Demon Worshippers

-The Fallen are made up of members of The Blood who strayed from their path, and were instead recruited by the being they'd formed to oppose- the Demon Lord known as Zarathos. They abducted Caretaker and tortured him, opposing numerous characters in the "Midnight Sons" line as they did so. Almost every member of the team was apparently killed by Blade, who was given the sword Justicar from Foundry, a former member of the Fallen. These guys were apparently given MONTHS of build-up by Howard Mackie, who naturally just let the whole thing peter out quickly, giving fans little payoff. According to the Marvunapp guys, who are NOT Mackie fans, this is a very typical problem of his- building up stories and groups over months, and then crapping out when its the pay-off. Given that the group "debuted" as an amorphous pile of nobodies, only to gain actual focus in the pages of Nightstalkers, Ghost Rider or Morbius, letting Mackie or the other writers invent characters from whole cloth THERE, I'm gonna say they're on the money.

-Their descriptions of each member are pretty much just "They were members of The Blood who joined Zarathos. They are then seen hanging around Zarathos listening to his plans. Then one of them attacks a "Midnight Sons" character, but is driven off. Then they are killed by Blade". That's pretty much the entire bio every character gets. So while the Marvunapp guys are opinionated, they've shown their work, so I believe them.

The Members:
Atrocity- Eye Blasts & Permeating through the environment.
Embyrre- Fire powers. Turns on them to rejoin the Blood.
Metarchus- Shapeshifter.
Patriarch- Teleporter who acts as a wiser, more experienced member.
Ranter- One-off. Blaster.
Rubach- Ill-defined Blast powers.
Salom- Not actually seen doing anything- implied to be overly-ambitious.

Former Members:
Foundry- Sword-Maker. Regrets having joined the team.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Atrocity

Post by Jabroniville »

Image

ATROCITY
Created By:
Howard Mackie & unknown artist
First Appearance: Ghost Rider/Blaze- Spirits of Vengeance #17 (Dec. 1993)
Role: Demon Worshipper
PL 8 (114)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+9)
Expertise (History) 6 (+8)
Expertise (Demon Lore) 6 (+8)
Intimidation 4 (+7)
Perception 3 (+5)
Stealth 1 (+5)

Advantages:
All-Out Attack, Ranged Attack 2, Startle

Powers:
Immunity 3 (Aging, Disease, Poison) [3]

"Merges Form With The Environment" Movement 1 (Permeate) Linked to Damage 8 (Extras: Area- 30ft. Burst) (18) -- [19]
  • AE: "My Eyes Burn With the Power of the Heavens Themselves!" Eye Blast 8 (16)
Offense:
Unarmed +9 (+5 Damage, DC 20)
Eye Blasts +6 (+8 Range Damage, DC 23)
Merged Form +8 Area (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5, Fortitude +7, Will +4

Complications:
Responsibility (Follower of Zarathos)

Total: Abilities: 68 / Skills: 24--12 / Advantages: 4 / Powers: 22 / Defenses: 8 (114)

-All we know of Atrocity is that he followed Zarathos, once fell in love with a Mayaincatec woman named Xoc centuries ago, and was slain in combat with Blade. Even his powers are a bit vague- he could shoot Eye Blasts and merge with his environment, causing it to explode violently.
Last edited by Jabroniville on Mon Jun 27, 2022 5:24 am, edited 1 time in total.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Metarchus

Post by Jabroniville »

Image
Image

METARCHUS
Created By:
Howard Mackie & unknown artist
First Appearance: Ghost Rider/Blaze- Spirits of Vengeance #17 (Dec. 1993)
Role: Demon Worshipper, Shapeshifter
PL 7 (142)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+9)
Expertise (History) 6 (+8)
Expertise (Demon Lore) 6 (+8)
Intimidation 4 (+7)
Perception 3 (+5)
Stealth 1 (+5)

Advantages:
All-Out Attack, Fast Grab, Startle

Powers:
Immunity 3 (Aging, Disease, Poison) [3]

"Shapeshifter"
Morph 4 (Any Form) [20]
Shapeshift 4 [32]

Offense:
Unarmed +7 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5, Fortitude +7, Will +4

Complications:
Responsibility (Follower of Zarathos)

Total: Abilities: 64 / Skills: 24--12 / Advantages: 3 / Powers: 55 / Defenses: 8 (142)

-Metarchus was a shapeshifter who first gained significance (if you can call it that) in The Darkhold Redeemers, where she mimicked Modred, who killed Truthsayer (one of The Blood) in order to prevent the character from revealing the nature of his teammate, Victoria Montesi. She later faced the Midnight Suns, being driven off, and was finally skewered by Blade, wielding the sword Justicar. Metarchus can take highly-monstrous forms (including large creatures with tentacles and enhanced durability), but is not much of a challenge for serious super-heroes.
Last edited by Jabroniville on Mon Jun 27, 2022 5:24 am, edited 1 time in total.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Embyrre

Post by Jabroniville »

Image

EMBYRRE
Created By:
Howard Mackie & unknown artist
First Appearance: Ghost Rider/Blaze- Spirits of Vengeance #17 (Dec. 1993)
Role: Demon Worshipper
PL 7 (114)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+9)
Expertise (History) 6 (+8)
Expertise (Demon Lore) 6 (+8)
Intimidation 4 (+7)
Perception 3 (+5)
Stealth 1 (+5)

Advantages:
All-Out Attack, Ranged Attack 2, Startle

Powers:
Immunity 3 (Aging, Disease, Poison) [3]

Fire Blasts 8 (Feats: Split) (17) -- [19]
  • AE: "Fire Burst" Damage 8 (Extras: Area- 60ft. Cone) (16)
  • AE: Healing 8 (16)
Offense:
Unarmed +8 (+5 Damage, DC 20)
Eye Blasts +6 (+8 Range Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5, Fortitude +7, Will +4

Complications:
Responsibility (Follower of Zarathos)
Relationship (Raydard- Father)- Embyrre's father was one of the Blood, who opposed the Fallen. She was sent against him, but clearly still held some sentiment, as he was instrumental in her turning her back on Zarathos.

Total: Abilities: 66 / Skills: 24--12 / Advantages: 4 / Powers: 22 / Defenses: 8 (110)

-Embyrre was a black woman who had joined the Fallen, but was impressed when she battled Morbius (his comic was the first time she got any focus)- he not only refused to kill her, but sought endlessly to save both his former lover Martine (who was possessed by a demon at the time) and Raydar, Embyrre's own father! This caused her to switch allegiance back to the Blood, and even save Martine's life with her own powers! During the final battle, she took the side of the Midnight Sons, but found her own power being drained in order to empower Zarathos further. The Demon Lord killed Raydar for attempting to stop this, and Embyrre refused his offer to resurrect Raydar if she rejoined him- instead, she immolated herself, thus reducing Zarathos's power further.

-Embyrre has healing and blasting powers.
Last edited by Jabroniville on Mon Jun 27, 2022 5:26 am, edited 1 time in total.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Ranter

Post by Jabroniville »

Image

RANTER
Created By:
Howard Mackie & unknown artist
First Appearance: Ghost Rider/Blaze- Spirits of Vengeance #17 (Dec. 1993)
Role: Demon Worshipper
PL 7 (124)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+9)
Expertise (History) 6 (+8)
Expertise (Demon Lore) 6 (+8)
Intimidation 4 (+7)
Perception 3 (+5)
Stealth 1 (+5)

Advantages:
All-Out Attack, Ranged Attack 2, Startle

Powers:
Immunity 3 (Aging, Disease, Poison) [3]

Blast 8 (Feats: Split) [17]
Flight 6 (120 mph) [12]

Offense:
Unarmed +9 (+5 Damage, DC 20)
Blasts +6 (+8 Range Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5, Fortitude +7, Will +4

Complications:
Responsibility (Follower of Zarathos)

Total: Abilities: 68 / Skills: 24--12 / Advantages: 4 / Powers: 32 / Defenses: 8 (124)

-Ranter was a boring-looking henchman of Zarathos, looking like a decaying brown guy with sharp teeth and big, green bug-eyes wearing a blue full-body cloak. His only appearance is in a Ghost Rider book, where he's sent to either recruit Patriarch to the Fallen, or kill him. Ghost Rider, seeking Patriarch's aide himself, attacks Ranter, eventually punching a hole through his chest. Ranter, bleeding badly, taunts GR as he stumbles off- he is not seen for the rest of the story, and is not mentioned as having died or lived- Mackie simply ignores him afterwards. Given that he wrote both this issue and the finale, it's rather weird.
Last edited by Jabroniville on Sun Sep 04, 2022 6:10 am, edited 2 times in total.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Foundry (Weapon-Maker)

Post by Jabroniville »

Image

FOUNDRY I
Created By:
Howard Mackie & unknown artist
First Appearance: Ghost Rider/Blaze- Spirits of Vengeance #17 (Dec. 1993)
Role: Demon Worshipper, Sword-Maker
PL 7 (101)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+9)
Close Combat (Unarmed) 2 (+9)
Expertise (Blacksmith) 8 (+10)
Expertise (History) 6 (+8)
Expertise (Demon Lore) 6 (+8)
Insight 4 (+7)
Intimidation 4 (+7)
Perception 3 (+6)
Stealth 1 (+5)

Advantages:
Accurate Attack, Artificer, Improved Critical (Swords), Ranged Attack 2, Startle

Powers:
Immunity 3 (Aging, Disease, Poison) [3]

Offense:
Unarmed +9 (+5 Damage, DC 20)
Weapons +7 (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5, Fortitude +7, Will +4

Complications:
Responsibility (Follower of Zarathos)

Total: Abilities: 66 / Skills: 36--18 / Advantages: 6 / Powers: 3 / Defenses: 8 (101)

-Foundry's ability was to forge magical weapons capable of slaying either Blood or Fallen. She had joined the Fallen after the death of her son- blaming the Blood, she turned her backs on them and went with Zarathos. However, as the years went on, she regreted this decision, and instead lived in seclusion. Raydar used his "People Detection" powers to find her, and she attempted to fight the Midnight Sons. Ultimately, however, she gave them Justicar- a mighty sword that could kill the Fallen. However, it had a caveat- it must be tempered in the blood... of The Blood. Lacking the will to do this herself, she gave it to the Sons. When Zarathos and his Fallen invaded her home, she begged Blade to slay her and thus complete the blade's tempering- he did so, and used Justicar to destroy the rest of the Fallen.
Last edited by Jabroniville on Mon Aug 01, 2022 5:36 am, edited 2 times in total.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Patriarch

Post by Jabroniville »

Image

PATRIARCH
Created By:
Howard Mackie & unknown artist
First Appearance: Ghost Rider/Blaze- Spirits of Vengeance #17 (Dec. 1993)
Role: Demon Worshipper
PL 7 (147)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+9)
Expertise (History) 6 (+8)
Expertise (Demon Lore) 6 (+8)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 3 (+6)
Stealth 1 (+5)

Advantages:
All-Out Attack, Ranged Attack 2, Startle

Powers:
Immunity 3 (Aging, Disease, Poison) [3]

Teleport 8 (Extras: Easy, Accurate, Portal +2) (48) -- [49]
  • AE: "Teleport Off Pieces" Blast 8 (Extras: Penetrating) (24)
Offense:
Unarmed +9 (+5 Damage, DC 20)
Teleport Pieces Away +6 (+8 Range Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5, Fortitude +7, Will +5

Complications:
Responsibility (Follower of Zarathos)

Total: Abilities: 70 / Skills: 26--13 / Advantages: 4 / Powers: 52 / Defenses: 8 (147)

-Patriarch was, curiously, not affiliated with either Blood nor Fallen, having left the Blood centuries ago, but chose to live on his own. In modern times, both Ghost Rider and Ranter arrive to recruit him, and he refuses both offers- he kicks a victorious Ghost Rider out of his home for implying he'd better make the right choice. However, Patriarch then opened a portal to Zarathos, and dropped to one knee, apparently having chosen to worship him long before! This demoralized Caretaker, who was their captive at the time. Patriarch used some degree or wisdom and common sense to aid Zarathos, but faced off against the Midnight Sons in the final issue of the story- his Teleport Field is badly-damaged by Blade wielding the sword "Justicar", and he's shot by Frank Drake's "Exorcist Gun". Badly injured, he is then skewered by Blade, and dies.

-Patriarch is a Teleporter
Last edited by Jabroniville on Sun Sep 04, 2022 6:10 am, edited 1 time in total.
greycrusader
Posts: 1179
Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: Jab’s Builds (Eagle! Fulgore! Hisako! Eyedol! Gargos!)

Post by greycrusader »

The Johnny Blaze version of Ghost Rider...really did NOT have many memorable villains, but somehow his book never got the same bad rep as other series with mostly lame, forgettable bad guys. A lot of his foes were visually striking at least, and pretty macabre, and of course having SATAN as your arch foe makes up for a whole lot.

The KI characters...wow, maybe its just because I never played the game, but they ALL seem like the equivalent of comic book "sketchpad" heroes and villains, without much in the way of motivations, personalities, and even "flavor" in their abilities/tactics. Never cared for Tekken, for the same reasons, in contrast to the much better realized core casts of MK and SF.

All my best.
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