Jab’s Builds! (Carol Danvers! Monica Rambeau! Quasar!!)

Where in all of your character write ups will go.
User avatar
KorokoMystia
Posts: 1116
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Kate Bishop! The Young Masters! Eternal Champions!)

Post by KorokoMystia » Sat Mar 28, 2020 11:11 pm

It's really a shame that the series was canned just because of Sega of Japan. According to some people, they had some pretty interesting stuff planned, too (like giving each character an antagonistic counterpart from their backstory, as one cannot survive if the other lives: For example, Larcen's would have been the crime boss that he worked for)

User avatar
Ares
Site Admin
Posts: 3290
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab’s Builds! (Kate Bishop! The Young Masters! Eternal Champions!)

Post by Ares » Sat Mar 28, 2020 11:43 pm

I always liked the Eternal Champions games. Even the name is cool. But having fighters from across time and space battle for a chance to fix some great wrong is a wonderful concept, and allows for many unique designs and fighting styles. It's a franchise I wouldn't mind seeing revived, as it had a lot of potential.

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

R.A.X.

Post by Jabroniville » Sun Mar 29, 2020 1:08 am

Image
Image

R.A.X. (Robotic Artificial Exoskeleton, surname Coswell)
Role:
Android Guy, Future Gladiator
Vague Martial Arts Basis: Muay-Thai Kickboxing
PL 8 (141)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 9 (+13)
Expertise (Gladiator) 8 (+9)
Insight 1 (+2)
Intimidation 6 (+8)
Perception 4 (+5)
Technology 4 (+5)

Advantages:
Improved Critical (Special Moves), Improved Critical (Unarmed), Improved Initiative, Ranged Attack 5

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Vendetta" Features 1: May Use a Unique Move as a Finishing Move (Cyber Toast- Fries Opponent With Supercharged Taser Punch) [1]
"Jet Knee Smash" Leaping 1 (15 feet) [1]

"Turbine" Deflect 10 Linked to Move Object 4 (Extras: Area- 30ft. Burst) (Flaws: Limited to Towards R.A.X. & To The Other Side) (18) -- [24]
  • AE: "Overload" Blast 5 (Reduced Defenses -1) (8)
  • AE: "Lock & Load" Blast 4 (Feats: Accurate, Homing) (Reduced Defenses -1) Linked to Affliction 4 (Fort; Dazed/Stunned) (Extras: Ranged) (16)
  • AE: "Air Jets" Flight 2 (8 mph) (Flaws: Low Ceiling) (2)
  • AE: "Shockwave" Damage 4 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (4)
  • AE: "Thrash & Bash" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6)
  • AE: "Cyber-Punch & Knee" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Atomic Knee/Jet Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Thrash & Bash +12 (+4 Damage & Affliction, DC 19 & 14)
Lock & Load +12 (+4 Ranged Damage & Affliction, DC 19 & 14)
Overload +10 (+5 Ranged Damage, DC 20)
Shockwave +4 Area (+4 Damage, DC 19)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +8, Will +6

Complications:
Responsibility (Pride)- R.A.X. refuses to throw fights, despite the corruption of the Cyber Fights. He also underwent painful cybernetic surgery to allow him to compete in the Cyber Fights in the first place, since general interest in the martial arts had waned in the future.
Weakness (Cyborg)- As a being made partially of metal and computer systems, R.A.X. is vulnerable to magnets, electrical attacks and even computer viruses.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 68 / Skills: 38--19 / Advantages: 8 + 5 / Powers: 26 / Defenses: 15 (141)

Unfair Death: R.A.X. was a cyber-gladiator killed by a computer virus downloaded by his manager, after R.A.X. refused to throw a fight.
Resolution: R.A.X. reveals the corruption of the cyber fights and returns the competition to more humane human-only fights, which leads to a resurgence in the popularity of martial arts around the world.

-R.A.X. is a Cyber-Gladiator who showcases that the series isn't merely focused on modern-day or ancient fighters- he and a couple others represent the FUTURE, too. He was originally a regular gladiator, but got cybenretics to compete with the new style had taken over the business. His design is a bit "plain" compared to some Cyborgs you'll see, but that's a bit of an issue with this series in general- guys are pretty comic-booky, but have more simplistic designs. R.A.X. is a heavy-hitting Powerhouse character that does a lot of powerful, slower-moving shots called "Cyber Punch" and "Cyber Kick" in addition to an array of Blasts, making him good at range or up close. He can also suck in projectiles while sending his opponent flying (though this does no damage, it can mess up their strategy and prevent "Fireball From Afar" strategies).
Last edited by Jabroniville on Sun Mar 29, 2020 4:10 am, edited 1 time in total.

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Dawson McShane

Post by Jabroniville » Sun Mar 29, 2020 4:06 am

Image
Image

DAWSON McSHANE
Role:
Fightin' Scotsman, Wild West Sheriff
Vague Martial Arts Basis: Shotowando (invented his own style- combines Shotokan karate, kickboxing, Tai Chi & barroom brawling)
PL 8 (135)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+12)
Athletics 8 (+11)
Close Combat (Unarmed) 1 (+13)
Deception 5 (+8)
Expertise (Gambling) 8 (+9)
Expertise (The Wild West) 7 (+8)
Insight 5 (+7)
Intimidation 3 (+6)
Investigation 2 (+4)
Perception 2 (+4)
Stealth 2 (+6)

Advantages:
Daze (Deception), Equipment 2 (Belt, Knives, Shotgun- Blast 6- Distracting), Fascination (Deception), Improved Critical (Special Moves), Improved Critical (Unarmed), Improved Initiative, Ranged Attack 6

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Vendetta" Features 1: May Use a Unique Move as a Finishing Move ("Shotgun Buckshot"- Shoots Opponent's Face Off) [1]

"Tobacco Spit Attack" Affliction 6 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged) (Reduced Defenses -1) (10) -- [12]
  • AE: "Gold Strike/Spinning Ax Pick" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) (Inaccurate -1) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6)
  • AE: "Special Moves- Ponytail Whip/Gentleman's Quarter/Tumble Weed" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Tobacco Spit +10 (+6 Ranged Affliction, DC 21)
Throwing Knives +10 (+3 Ranged Damage, DC 17)
Shotgun +10 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Rough Justice)- Dawson was a gambler and ne'er-do-well, but learns to appreciate the justice dished out by a Sheriff.
Enemy (Homer & Bill Jenkins)- The wealthy landowner in Dawson's new town controls the populace through fear, and doesn't take kindly to interference. His son Bill is a brash, violent criminal.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 64 / Skills: 52--26 / Advantages: 13 + 5 / Powers: 13 / Defenses: 14 (135)

Unfair Death: Deputized by a slain sheriff, Dawson was slain by the same killers (a wealthy landlord and his son, who controlled a town via fear), who hanged him.
Resolution: Dawson prevents his hanging and kills both the landowner and his son. His actions turn a flexible sense of justice into a fearsome but incorruptible force in the Wild West, which helps all good folk live free.

-Dawson has another crazy origin, being a Gambling Muay Thai-Fighting Scotsman who traveled to the Wild West in search of more adventure and riches (his parents both died young), only to end up drawn into a war between an evil landlord and the people of a small town. Being deputized in the final act of a slain sheriff, he was ready to fight the Landlord and his son, but was lynched instead, and the townsfolk did not speak out against this, because they feared what would happen if the powerful landowner looked towards them.

-Dawson's attacks involve a lot of jumping around, rolling into a ball Blanka-style, or just using weird Wild West weapons in fights- he uses his Belt to grab at people, spins around with Knives or a Pick Ax, spits tobacco into people's eyes, and as a Fatality (er, "Vendetta"), just plains shoots someone's FREAKING FACE OFF (the Shotgun is Distracting because it's fairly cumbersome, though in a real fight you could probably just use it whenever- the game won't let you unless it's a Fatality).

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Chin Wo

Post by Jabroniville » Sun Mar 29, 2020 1:12 pm

Image
Image

CHIN WO
Role:
Chinese Fighter, Combat Acupuncturist
Vague Martial Arts Basis: Monkey Kung-Fu
PL 8 (137)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 10 (+16)
Athletics 11 (+13)
Insight 1 (+5)
Perception 3 (+7)
Persuasion 3 (+5)
Ranged Combat (Needles) 1 (+13)
Treatment 11 (+14)

Advantages:
Equipment 2 (Needles- Blast 3- Diminished Range -1), Close Attack, Grab Finesse, Improved Critical (Special Moves), Improved Critical (Unarmed), Improved Initiative, Ranged Attack 8

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Vendetta" Features 1: May Use a Unique Move as a Finishing Move (Sticks Them With Needles and They Explode) [1]
"Super-Acrobat" Leaping 1 (15 feet) [1]

Deflect 8 (Extras: Reflection) (Flaws: Source- Big Metal Hoop) (8) -- [13]
  • AE: "Fire/Air Elemental" Blast 4 (Feats: Variable- Fire or Air) (Reduced Defenses -1) (7)
  • AE: "Iron Monkey Block" Protection 2 (Extras: Impervious 7) & Reduced Fighting 2 & Reduced Dodge 2 (3)
  • AE: "Water Elemental" Strength-Damage +2 (Inaccurate -1) Linked to Affliction 4 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Feats: Can Be Frozen in Mid-Air) (Extras: Extra Condition) (Flaws: Limited Degree) Linked to Flight 1 (4 mph) (Flaws: Limited to Short Bursts) (7)
  • AE: "Heal" Healing 6 (Flaws: Limited to Self) (6)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Water Elemental +12 (+4 Damage & +4 Affliction, DC 19 & 14)
Needle Shot +13 (+3 Ranged Damage, DC 18)
Fire & Air Elementals +12 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3 (+5 Iron Monkey Block), Fortitude +5, Will +6

Complications:
Motivation (Healing & Peace)- Chin Wo is a healer who doesn't wish to fight all the time.
Enemy (Evil Cousin)- A wealthy cousin, jealous of Chin Wo's fighting skills and healing abilities, wishes Chin Wo dead.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 74 / Skills: 40--20 / Advantages: 14 + 5 / Powers: 15 / Defenses: 10 (137)

Unfair Death: Chin Wo was set up in a martial arts duel by a jealous cousin- if he lost, it'd mean humiliation, but victory meant execution, as his opponent was a member of the upper classes, and it would mean striking him. After refusing, he was set up for a crime he didn't commit and executed anyways.
Resolution: Chin uses a trick learned from MidKnight to stare into the cousin's soul and force him to reveal the truth. Chin continues his life as a healer, but also becomes a symbol for truth, which allows him to implement a system of civil courts that solve the vast majority of China's civil rights issues well into the 21st Century.

-Chin Wo is a Bruce Lee lookalike from the Sega-CD sequel to Eternal Champions, who fights with Elemental Powers and Acupuncture Needles, and for some reason walks around and has "injury animation" like a spastic Cerebral Palsy victim. I can't figure out what his Wood & Metal Elemental moves represent, nor "Ape Spit"- there's just not enough information out there that I can find. He can shoot energy, gain protection at the cost of his defenses (the "Iron Monkey Block"), freeze people like Sub-Zero (the "Water Elemental" power works exactly like his Freezing Blast), Heal himself, and Deflect things.

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Jetta Maxx

Post by Jabroniville » Sun Mar 29, 2020 10:26 pm

Image
Image
Image

JETTA MAXX
Role:
Acrobatic Chick Fighter, Speedster, Miss Fanservice
Vague Martial Arts Basis: Savate & Pencak Silat
PL 8 (148), PL 9 (148) Phased
STRENGTH
2 STAMINA 3 AGILITY 7
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 10 (+17)
Athletics 13 (+15)
Deception 2 (+6)
Expertise (Performer) 8 (+9)
Expertise (World Traveller) 7 (+8)
Insight 1 (+3)
Perception 3 (+5)
Persuasion 2 (+6)

Advantages:
Agile Feint, Equipment 2 (Bladerang- Blast 4- Homing, Ricochet 2, Diminished Range -1), Defensive Attack, Evasion, Grab Finesse, Improved Grab, Improved Critical (Special Moves), Improved Critical (Unarmed), Improved Defense, Improved Initiative 2, Ranged Attack 8

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Super-Acrobat" Leaping 1 (15 feet) [1]
"Vendetta" Features 1: May Use a Unique Move as a Finishing Move ("Disharmonic Resonance"- Vibrates the Enemy to Death) [1]

"Whirlwind Kick" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) (Inaccurate -1) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [9]
  • AE: "Power Burst" Blast 4 (Reduced Defenses -1) (6)
  • AE: "Super-Speed Burst" Affliction 4 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited to 1-2 Rounds, Limited Degree, Limited to While Phased) (Inaccurate -1) (1)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
"Phase"
Speed 2 (8 mph) (Flaws: Limited Short Bursts) [1]
Enhanced Fighting 2 (Flaws: Standard Action to Activate, Limited to 1-2 Rounds) [1]
Enhanced Advantages 2: Improved Initiative 2, Ranged Attack 2 (Flaws: Limited to 1-2 Rounds) [2]
Enhanced Dodge 2 (Flaws: Limited to 1-2 Rounds) [1]

Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Power Burst +12 (+4 Ranged Damage, DC 19)
Super-Speed Burst +12 (+4 Affliction, DC 14)
Phasing Unarmed +16 (+2 Damage, DC 17)
Phasing Special Moves +14 (+4 Damage, DC 19)
Phasing Power Burst +14 (+4 Ranged Damage, DC 19)
Phasing Super-Speed Burst +14 (+4 Affliction, DC 14)
Initiative +15 (+23 Phased)

Defenses:
Dodge +13 (+15 Phasing, DC 23-25), Parry +13 (DC 23-25), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Travel & Adventure)- Jetta was an aristocrat from Russia, but walked away from that life to be a travelling acrobat.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 72 / Skills: 46--23 / Advantages: 20 + 5 / Powers: 16 / Defenses: 12 (148)

Unfair Death: Jetta was an acrobat who had her tightrope & safety net sabotaged by a Chinese Revolutionary during a performance.
Resolution: The Chinese government becomes shameful after the revelation of the attempted murder, and demands peaceful negotiations from certain groups to settle on a peace plan and implant full democratic control of the country.

-Jetta has yet another bizarre origin story that goes all over the place... okay, she's a Russian Aristocrat (a cousin to Czar Nicholas II) with expertise in Savate & Pencak Silat (neither of which are Russian arts- Savate is French Kickboxing but with the hands kept lower to defend from groin shots, and Pencak Silat is from Indonesia), but walked away from that life to be a travelling acrobat, where she wound up mixed in with the Boxer Revolution in early Late 19th Century China. Attempting to turn some of the Revolutionaries to pacifism after fearing what would happen when the Chinese Army got involved, she was murdered, Flying Graysons-style, by sabotage from one of her allies. Her tightrope and net were cut, and she fell to her death during a performance for the Grand Emperor of China.

-When I was a 12-year old kid, having never played Eternal Champions, I made the decision that Jetta was hot and that we should be married :). Well hell, they dressed a sexy, athletic blonde in a bikini made of strips of fabric wrapped around that rockin' body, what was this borderline-pubescent lad to do? Jetta's your standard Chick Fighter, being a super-fast athletic sort, sharing the duties with first Shadow, and then Riptide & Raven from the sequel.

-Jetta is the fastest EC character by a ways, since her entire focus is on Speed and Athletics. An Acrobat, she has a ton of defensive Advantages (more than any other character), in addition to a power that temporarily boosts her Speed- in-game this is actually an Accuracy/Defense boost, which is PL-breaking in M&M, but I left it in this time around (I went with an Affliction last time to "justify" people sucking harder at hitting her). While doing that move (she has to activate it as a Standard Action, meaning no Move Action & Whirlwind Kicks in one turn), she can also hit a pretty-good Stunning Affliction on the enemy (it actually buggers up the other player's use of the D-Pad, which is a NASTY trick to play on another player). I'd give her Attractive but there's no indication she ever used it (the EC characters provide a bit of difficulty on that front anyways, since all these Spies & Crooks should have high Deception, Insight & Perception... except every one of them was murdered largely due to a failure to use one or all of the three).

User avatar
Ares
Site Admin
Posts: 3290
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab’s Builds! (Kate Bishop! R.A.X.! Jetta Maxx!)

Post by Ares » Sun Mar 29, 2020 10:38 pm

The odd choices for martial arts forms for some characters makes me wonder if the writers were just looking up styles in a book and giving them to whomever. I know at the time it was popular in Street Fighter to try and give the characters real world martial arts forms, but Mortal Kombat largely never cared about that, and it seems like if Eternal Champions was a bit of both MK and SF, it should have taken more from the MK side in this instance. Now, there are several characters where it'd have been easy to give them an official fighting styles (RAX is clearly a kickboxer with cybernetic enhancements, for instance), Chin Wo clearly uses a style of Kung Fu, but how in the heck would a cowboy of that era know Muay Thai, or a Russian noble know a martial art from Indonesia?

Shock
Posts: 1952
Joined: Fri Nov 04, 2016 8:27 pm
Location: Connecticut USA

Re: Jab’s Builds! (Kate Bishop! R.A.X.! Jetta Maxx!)

Post by Shock » Sun Mar 29, 2020 11:15 pm

Are we sure Jetta isn't a long lost member of the Grayson family?

User avatar
catsi563
Posts: 2262
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab’s Builds! (Kate Bishop! R.A.X.! Jetta Maxx!)

Post by catsi563 » Sun Mar 29, 2020 11:27 pm

Well in jettas case some Indonesian performers could have been at the royal court and the czar could have asked for training at his daughters request

the cowboy that's a lot trickier but not impossible some quai chang kaine stuff perhaps
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Blast

Post by Jabroniville » Mon Mar 30, 2020 2:29 am

Image
Image

BLAST (Thomas Chavez)
Role:
Vietnam Veteran, Army Guy
Vague Martial Arts Basis: Military Training
PL 8 (126)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 6 (+11)
Athletics 9 (+12)
Close Combat (Unarmed) 1 (+13)
Expertise (Soldier) 5 (+9)
Insight 1 (+4)
Intimidation 3 (+7)
Perception 4 (+7)
Stealth 2 (+7)
Vehicles 3 (+7)

Advantages:
Equipment 4 (Arsenal), Improved Critical (Special Moves), Improved Critical (Arsenal), Improved Critical (Unarmed), Improved Initiative, Ranged Attack 8

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]

Equipment:
"Arsenal"
"Grenade Toss" Blast 6 (Extras: Area- 15ft. Burst +1/2) (Diminished Range -1) (14) -- (19 points)
  • AE: "Bungee Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
  • AE: "Bungee Climb" Movement 1 (Swinging) (2)
  • AE: "Nitro Knuckle" Strength-Damage +1 (Feats: Reach 2) (3)
  • AE: "Blast Shield" Deflect 10 (10)
  • AE: "Barrage" Blast 4 (Extras: Multiattack) (12)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Bungee Knife/Nitro Knuckle +12 (+4 Damage, DC 19)
Barrage +10 (+4 Ranged Damage, DC 19)
Grenade Toss +6 Area (+6 Ranged Damage, DC 21)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +6

Complications:
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 76 / Skills: 34--17 / Advantages: 16 + 5 / Powers: 1 / Defenses: 11 (126)

Unfair Death: A soldier in Vietnam, betrayed by his "Partner", Redux, who revealed himself to be a Vietnamese double agent and threw a grenade at Chavez' helicopter.
Resolution: Blast takes out Redux before the fateful betrayal, then dedicates his life to rescuing the men who had fought wars and been left behind — through both his own actions and an immense amount of funding efforts.

-Blast is a Latino Vietnam vet who was murdered by a double agent, and takes up the "Army Guy" role of the game- a very common concept in Fighting Games going back to Guile himself, but kind of faded away with time, unlike Ryu knock-offs. He looks a bit different, but there's only so far you can go with "Army Guy" and still have him be recognizably in the armed forces, so he's still a bit plain. They gave him a variety of weapons to use (instead of weird martial arts and chi stuff), making him one of the very few Fighting Game characters to use grenades and stuff as actual Special Moves. Annoyingly, the GameFaqs page on Eternal Champions seems to be missing him and a few other characters, meaning the movelist might be a bit incomplete. He's got moves called "Hammerhead" and "Self-Destruct" that I can't imagine the use for, but the rest are visible either from movelists online, or the one YouTube clip I can find featuring the character. "Blast Shield" and "Barrage" are what I ASSUME are a Deflect Power and him shooting a gun.

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Slash

Post by Jabroniville » Mon Mar 30, 2020 5:46 am

Image
Image

SLASH
Role:
Angry Caveman
Vague Martial Arts Basis: Pain (as in "causing as much pain as humanly possible"
PL 8 (126)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Athletics 10 (+13)
Close Combat (Unarmed) 1 (+12)
Expertise (Survival) 8 (+10)
Expertise (Science) 2 (+6)
Insight 1 (+3)
Intimidation 6 (+8)
Perception 4 (+6)
Stealth 1 (+6)

Advantages:
Improved Critical (Special Moves), Improved Critical (Unarmed), Improved Initiative, Ranged Attack 8

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"Jet Knee Smash" Leaping 1 (15 feet) [1]

"Power Club" (Flaws: Easily-Removable) [8]
"Bat Back Projectiles" Deflect 8 (Extras: Reflection) (16) -- (21 points)
  • AE: "De-Claw/Fire Club" Blast 4 (Feats: Variable- Fire or Piercing) (Diminished Range -1, Reduced Defenses -1) (6)
  • AE: "Hit With Club" Strength-Damage +1 (1)
  • AE: "Caveman Beating" Strength-Damage +0 (Extras: Multiattack 4) (Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6)
  • AE: "Power Thud" Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited to 1-2 Rounds, Limited Degree, Limited to Grounded Targets) (3)
  • AE: "Ice Club" Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Reduced Defenses -1) (Flaws: Limited to 1-2 Rounds, Limited Degree, Limited to Grounded Targets) (1)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Club +11 (+5 Damage, DC 20)
Special Moves +9 (+7 Damage, DC 22)
De-Claw +10 (+4 Ranged Damage, DC 19)
Power Thud +6 Area (+6 Affliction, DC 16)
Ice Club +10 (+6 Ranged Affliction, DC 16)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +4, Fortitude +7, Will +6

Complications:
Responsibility (Pride)- R.A.X. refuses to throw fights, despite the corruption of the Cyber Fights. He also underwent painful cybernetic surgery to allow him to compete in the Cyber Fights in the first place, since general interest in the martial arts had waned in the future.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 68 / Skills: 38--19 / Advantages: 11 + 5 / Powers: 10 / Defenses: 13 (126)

Unfair Death: Stoned to death by his tribe's elders for daring to speak out against them and for being too smart for his own good.
Resolution: Slash uses the skills learned from competing in the tournament to defeat the elders and become leader of his clan, where his ideas will advance mankind's progress into a history of peace and intelligence.

-You can tell a Fantasy Painter did the cover to Eternal Champions because the bestial caveman and the sexy chick in the bikini ended up on the cover over more important characters like Midknight and Shadow :). But Slash is actually the most unique "Caveman" character going- he's actually REALLY SMART by his peoples' standards, and was years ahead of his time. Despite being born in the Great Rift Valley of Africa in the year 50,000 BC, he had ideas such as the implanting of agriculture.

-Slash's Club is actually a Device, in that all of his powers come from it- he does a TON of damage compared to the other fighters, complete with highly-powerful smashes, Multiattacks, and more. Plus he can Stun in Areas or at Range (the Ice Club attack). He also has regular special moves (like the falling "Bone Breaker")

Spectrum
Posts: 2206
Joined: Fri Nov 04, 2016 8:08 pm

Re: Jab’s Builds! (Kate Bishop! R.A.X.! Jetta Maxx!)

Post by Spectrum » Mon Mar 30, 2020 3:49 pm

Yep, Julie Bell (don't look her up at work!) did the cover art. She's certainly known for her fantasies, whether it is muscle ladies, or super heroes, sci fi or fantasy.

Boris Vallejo is her husband too.

And again, be careful when you look up her artwork!
We rise from the ashes so that new legends can be born.

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Raven Gindar

Post by Jabroniville » Mon Mar 30, 2020 8:32 pm

Image
Image

RAVEN GINDAR
Role:
Voodoo Priestess
Vague Martial Arts Basis: Hsing-I Kung Fu & Tae Kwon Do
PL 8 (132)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+14)
Deception 3 (+6)
Expertise (Magic) 8 (+10)
Insight 2 (+6)
Intimidation 2 (+5)
Perception 4 (+7)

Advantages:
Improved Critical (Special Moves), Improved Critical (Unarmed), Ranged Attack 4, Ritualist

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Vendetta" Features 1: May Use a Unique Move as a Finishing Move (Super-Ages Enemy into a Rotting Corpse) [1]

"Time Fold" Deflect 6 (Extras: Reflection) (12) -- [19]
  • AE: "Mambo Combo/Double Fang Kick" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) (Inaccurate -1) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6)
  • AE: "Time Add/Subtract" Affliction 8 (Tech Skill of Creator; Dazed/Compelled/Controlled) (Extras: Perception Range +2) (Flaws: Limited to Devices, Limited to Clocks, Limited to a Few Seconds) (4)
  • AE: "Destabilize Time" Affliction 6 (Strength; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited to 1-2 Rounds, Limited Degree) (6)
  • AE: "Time Smash- Thrown Hourglass/Create Void/Voodoo Doll" Blast 5 (Reduced Defenses -1) (8)
  • AE: "Time Split" Strength-Damage +0 (Extras: Perception Range +2 on 2 Ranks) (4)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Serpent Rainbow" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves & Weapons +12 (+4 Damage, DC 19)
Time Smash +10 (+5 Ranged Damage, DC 20)
Time Add/Subtract -- (+8 Perception-Ranged Affliction, DC 18)
Destabilize Time +6 Area (+6 Affliction, DC 16)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Complications:
Enemy (Raknook)- The High Priest of her village is jealous of Raven's powers and growing fame, and murders her to keep his place.
Weakness (Hourglass)- Every use of the Hourglass saps a little bit more of Raven's life force away.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 70 / Skills: 38--19 / Advantages: 7 + 5 / Powers: 20 / Defenses: 11 (132)

Unfair Death: Raven was a voodoo priestess killed by her tribe's High Priest, who was jealous of her growing power. He tricked her into trying to care for him while he was ill, and cast a spell that sapped her life force and added it to his own, rejuvenating himself in the process.
Resolution: Raven reverses the spell to drain the high priest of his power and his life, then fills the hourglass to a perfect balance between good and evil. She then hands it to the Eternal Champion before becoming his companion — which allows both of them to continue keeping mankind safe.

-Raven was added in the second Eternal Champions game- a black Voodoo Priestess who has powers that control time itself. Naturally, this Haitian fighter from the early 1800s uses martial arts founded in China and Korea. Killed by a jealous High Priest, she fights for her life using Time Magic (which saps her life every time it's used), and the "Serpent Rainbow", a tattoo that comes to life and lashes out. Her other powers are WEIRD- she can Slow Time (hampering her foes), blast in three different ways (including by using a voodoo doll), move the FIGHT CLOCK around (useful if you play a style that limits Rounds, meaning that she could win by having more "Health" left if you deliberately sped the timer up), use a Teleport Strike like Marvel's Spot, Deflect attacks, and more. This game is CRAZY with all these bizarre side things- it makes their builds a lot more fun to do than the standard Accurate Martial Artist/Blast/Multiattack Guy you usually end up statting when doing Fighting Game builds.

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Riptide

Post by Jabroniville » Mon Mar 30, 2020 10:09 pm

Image
Image
Image

Of course only the girls have any fanart of them, lol.

RIPTIDE (Sophia de Medici)
Role:
Lady Pirate
Vague Martial Arts Basis: Kajukenbo (Hawai'ian mix of Karate, Jujitsu, Kenpo & Bojutsu)
PL 8 (139)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Athletics 11 (+13)
Deception 4 (+8)
Expertise (Pirate) 9 (+11)
Insight 2 (+5)
Intimidation 1 (+5)
Perception 2 (+5)
Persuasion 1 (+5)
Ranged Combat (Kris Blade) 1 (+13)
Stealth 2 (+7)

Advantages:
Equipment (Kris Blade- Strength-Damage +1 or Ranged Damage 3), Defensive Attack, Improved Critical (Special Moves), Improved Critical (Kris Blade), Improved Critical (Unarmed), Improved Initiative, Ranged Attack 6

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Vendetta" Features 1: May Use a Unique Move as a Finishing Move (Kisses Enemy, Who Then Explodes) [1]

"Whirlpool" Deflect 8 (Extras: Reflection) (16) -- [23]
  • AE: "Tidal Punch" Blast 4 (Diminished Range -1, Reduced Defenses -1) (5)
  • AE: "Thunder Clap" Affliction 6 (Fort; Dazed/Stunned) (Flaws: Limited Degree) (Inaccurate -1) (2)
  • AE: "Eagle Talon" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) (Inaccurate -1) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6)
  • AE: "Whirlpool Teleport" Teleport 2 (Feats: Change Direction) (5)
  • AE: "Fog Trap" Blast 3 (Dim. Range -1) Linked to Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree, Limited to 1-2 Rounds) (Inaccurate -1, Dim. Range -1) (8)
  • AE: "Sea Legs" Affliction 6 (Will; Impaired Attacks/Disabled Attacks) (Extras: Extra Condition) (Flaws: Limited Degree, Limited to 1-2 Rounds) (Inaccurate -1) (3)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +13 (+2 Damage, DC 17)
Kris Blade +13 (+3 Damage, DC 18)
Special Moves +11 (+4 Damage, DC 19)
Tidal Punch +12 (+4 Ranged Damage, DC 19)
Thunder Clap/Sea Legs +10 (+6 Affliction, DC 16)
Fog Trap +10 (+3 Ranged Damage & +6 Ranged Affliction, DC 18 & 16)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Money & Freedom)- Pushed into an arranged marriage with a crimelord, Sophia de Medici instead broke away to enjoy a free life as a lady pirate.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 76 / Skills: 40--20 / Advantages: 12 + 5 / Powers: 24 / Defenses: 12 (139)

Unfair Death: Riptide robbing a pirate captain named Hannibal, and killed with a shovel blow to the back of the head. Vengeful still, he then wiped out the de Medici line.
Resolution: Riptide survives the attack by Hannibal, works to protect her family (and ensure that future renaissance), and forms a powerful organization to protect the oceans from the threats of piracy, illegal hunting of sea animals, and pollution.

-Riptide, introduced in the sequel, was born to the famous Medici family in Italy, but rejected her family and became a Lady Pirate on the high seas when they asked her to marry a crime boss. Unlike other pirates, who robbed regular and government sailing vessels, she fought othe pirates, stealing from them. Unfortunately for her, when she robbed the pirate Hannibal, he killed her with a surprise shovel blow, and then wiped out her entire line (she was a member of the famous Medici family- power-brokers and political wheeler-dealers in Renaissance Italy), which ruined many treasures that could have resulted in a further renaissance. For some reason, this Italian Pirate uses a martial art developed in Hawai'i that combined various Japanese fighting styles.

-Riptide has the typical powers for an Eternal Champions character- Blasts, Multiattacks, a Projectile Reflector, a Teleport, and some different Afflictions, like a Stunning shot, a Stunning Blats, and even one of those ones that garbles the enemy's control pad (reversing everything) for a time- an Affliction.

Jabroniville
Posts: 14021
Joined: Fri Nov 04, 2016 8:05 pm

Shadow

Post by Jabroniville » Tue Mar 31, 2020 2:59 am

Image
Image
Image

SHADOW YAMOTO
Role:
Main Character, Ninja Lady, Lightning-Fast Character
Vague Martial Arts Basis: Taijitsu & Ninjitsu
PL 9 (160)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 7
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 10 (+16)
Athletics 12 (+14)
Close Combat (Unarmed) 2 (+15)
Deception 5 (+8)
Expertise (Ninja) 9 (+12)
Insight 2 (+6)
Intimidation 2 (+5)
Investigation 4 (+8)
Perception 4 (+8)
Stealth 6 (+12)

Advantages:
Equipment 2 (Ninja Weapons- Sword, Fan, Knives, etc.), Defensive Attack, Evasion, Hide in Plain Sight, Improved Critical (Special Moves), Improved Critical (Weapons), Improved Critical (Unarmed) 2, Improved Initiative 2, Ranged Attack 4

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Shadow Mode" Insubstantial 4 (Flaws: Limited to 1-2 Rounds Maximum, Standard Action -2) & Unarmed Strength Affects Corporeal 4 (12) -- [17]
  • AE: "Twirling Fan Attack" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) (Inaccurate -1) Linked to Affliction 4 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Fans) (5)
  • AE: "Smoke Screen" Teleport 3 (Feats: Change Direction) (7)
  • AE: "Flying Mine" Blast 5 (10)
  • AE: "Special Moves- Shadow Punch & High-Angle Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Rock & Roll- Elbows to the Head" Strength-Damage +2 (+2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +15 (+2 Damage, DC 17)
Special Moves & Weapons +13 (+4 Damage, DC 19)
Twirling Fan Attack +13 (+4 Damage & Affliction, DC 19 & 14)
Flying Mine +10 (+5 Ranged Damage, DC 20)
Initiative +14

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +3, Fortitude +5, Will +7

Complications:
Motivation (Stopping Black Orchid)- Shadow's bosses work for an evil corporation that wants to wipe out all of its enemies- she wishes to reveal their actions to the world.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 82 / Skills: 56--28 / Advantages: 13 + 5 / Powers: 17 / Defenses: 15 (160)

Unfair Death: A corporate espionage expert (ie. modern-day ninja), Shadow was killed by her employers after she refused to keep taking lives, thrown from the 101st floor of a building.
Resolution: Shadow escapes with her life and exposes the Black Orchid's darkest secrets - which affects numerous business strategies and the lives of thousands of people well into the 21st Century.

-Shadow is probably the most well-known and important character in Eternal Champions, showing up in the side-game X-Perts and much of the official game art- a Corporate Espionage Agent, she did a lot of dirty work for "Black Orchid", but when she tendered her resignation upon being ordered to commit murders (and realizing that they'd kill her if she failed any missions), she was offed by her bosses via Defenestration.

-One of the most high-profile of the last games for the Sega Genesis was X-Perts, released in 1996. A spin-off of EC, it was a side-scrolling, single-player Beat 'Em Up starring Shadow alongside two new characters. All three had different moves, could torture their targets for more information, and you could switch between characters as the game went on. Despite this all sounding promising, the game was HEAVILY panned almost universally, with reviewers trashing the repetitive nature of the game (clips on YouTube just show characters ambling along fighting generic dudes with simple moves for the entire thing), the poor controls, and the fact that a lot of the game consisted of you standing in front of computer consoles having pushed a single button or two. GamePro, EGM and the like completely divebombed it, pointing out that it came off as lazy and half-assed (a late, LATE stage Genesis game, it might have been one last attempt to cash in on gamers desperate not to have to switch to the Next Generation of systems).

-Fighting to regain her life like all the other fighters, Shadow is a super-fast Agile Warrior with Blasts (a mine that attaches to the enemy and explodes- a rarity amongst Ninjas for certain), ninja weapons, a Smoke Screen Teleport and even "Shadow Mode"- a five-second span which allows her to become Intangible while STILL HITTING HER FOE. This is a CRAZY power in a game with no ways to counter it, but it has some weaknesses that I've built into the power. While she DOES have the notorious "Insubstantial 4/Affects Corporeal" combo, she has to take a Standard Action to activate it (ie. she forgoes a move), and it'll fade in a couple rounds, meaning she'll have to do it AGAIN. Plus the same Power Loss suffered by other EC characters. She doesn't have a "Vendetta" the way others do because all she does is stab the guy in the stomach with her sword, which she could probably do any time.

Post Reply