OwOMotaros's Tokusatsu Builds (Shocker!)

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KorokoMystia
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Re: OwOMotaros's Tokusatsu Builds (Skyrider!)

Post by KorokoMystia »

Any chance on seeing some villain builds? If going chronologically, Shocker and the Black Cross Army would probably be the logical places to start. Though the Great Leader feelsl ike he'd be a pain to stat with just how many forms he's had over the years. He probably just has a reaally high rank of Shapeshift, though.
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OwOMotaros
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Re: OwOMotaros's Tokusatsu Builds (Skyrider!)

Post by OwOMotaros »

KorokoMystia wrote: Thu Jul 22, 2021 7:54 am Any chance on seeing some villain builds? If going chronologically, Shocker and the Black Cross Army would probably be the logical places to start. Though the Great Leader feelsl ike he'd be a pain to stat with just how many forms he's had over the years. He probably just has a reaally high rank of Shapeshift, though.
I could see myself making some, but I'd have to focus on villain generals, the big bad, and some interesting side antagonists. I mean, could you imagine statting out the.....thousands or such of Sentai and Rider Kaijin over the past half-century? Not to mention the Ultra Kaiju. Maybe after my next set of builds comes out (watching through J.A.K.Q Dengekitai right now), I'll see what I can do.
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Re: OwOMotaros's Tokusatsu Builds (Skyrider!)

Post by KorokoMystia »

OwOMotaros wrote: Thu Jul 22, 2021 8:13 am
KorokoMystia wrote: Thu Jul 22, 2021 7:54 am Any chance on seeing some villain builds? If going chronologically, Shocker and the Black Cross Army would probably be the logical places to start. Though the Great Leader feelsl ike he'd be a pain to stat with just how many forms he's had over the years. He probably just has a reaally high rank of Shapeshift, though.
I could see myself making some, but I'd have to focus on villain generals, the big bad, and some interesting side antagonists. I mean, could you imagine statting out the.....thousands or such of Sentai and Rider Kaijin over the past half-century? Not to mention the Ultra Kaiju. Maybe after my next set of builds comes out (watching through J.A.K.Q Dengekitai right now), I'll see what I can do.
Yeah, focusing on the important antagonists makes sense. Statting every single Kaijin and grunt is simply unfeasible. At the very least, I think a template build could work for the monsters of the week and basic footsoldiers, but yeah, statting every single one would be way too much.
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OwOMotaros
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Re: OwOMotaros's Tokusatsu Builds

Post by OwOMotaros »

Just wanna make a note for some of these builds of older characters. These builds are of Legacy versions of the characters, and has not taken into account the effect age should have on some of them (The Gorengers are not enhanced out of suit, unlike most of the Showa Riders, and therefore, should've lowered in capability with age.) We see the Gorengers fighting at possibly better than their prime in a lot of modern appearances, presumably because they're the first Sentai and they wanna show how badass they are, when really, all of them are past their 60s and should be more vulnerable, even with their suits. This problem doesn't apply to all, though. The Seven Legendary Riders all have ways to maintain their capability, even nowadays, being immortal cyborgs or a crazy person with a magic armlet. Just wanted to make this note in case anyone was wondering how the 70+ year old Akarenger is keeping up with his much younger and more powerful contemporaries.
Last edited by OwOMotaros on Sat Jul 24, 2021 10:38 am, edited 1 time in total.
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J.A.K.Q Dengekitai/Crime

Post by OwOMotaros »

Time for our next Super Sentai set.....

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J.A.K.Q Dengekitai

"We are! J.A.K.Q! Dengekitai!"

J.A.K.Q Dengekitai
Spade Ace
Dia Jack
Heart Queen
Clover King
Big One
Sky Ace/Jack Tank

Criminal Organization Crime
Shine
Boss Iron Claw
Crimers
Last edited by OwOMotaros on Mon Sep 06, 2021 9:32 am, edited 16 times in total.
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Spade Ace

Post by OwOMotaros »

Presenting the original field leader of J.A.K.Q, and the world's second Red Ranger.....

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Image

"Spade Ace!"

Spade Ace

PL 12 (249 PP)

Identity: Goro Sakurai
Gender: Male
Age: 66
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai, ISSIS, Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Japan

Abilities
Strength 3/7, Stamina 3/5, Agility 4/6, Dexterity 4
Fighting 8/12, Intellect 2, Awareness 4/6, Presence 2

Powers

ISSIS Cyborg Enhancement Surgery: Immunity 3 (Radiation Damage, Limited to Half Effect), Leaping 1 (15-ft), Protection 1, Senses 23 (Visual 8 (Counters Invisibility 2 Extended 1 (-1/100 ft) Penetrates Concealment 4 Ultravision 1), (Auditory 3 (Extended 2 (-1/1,000 ft) Ultra-Hearing 1), (Mental 12 (Detect Radiation 12 (Acute 1 Analytical 1 Extended 2 (-1/1,000 ft) Penetrates Concealment 4 Radius 1 Tracking 1). Total: 28

Spade Ace!: Activation 2. Total: 72

Ace Suit: Enhanced Abilities 14 (Strength 4, Stamina 2, Agility 2, Fighting 4, Awareness 2), Enhanced Advantages 8 (Assessment, Defensive Roll 2, Evasion 1, Improved Initiative 1, Move-By Action, Power Attack, Takedown 1 (Total 2), Enhanced Defenses 4 (Dodge 2/Parry 2), Leaping 2 (60-ft), Protection 2, Radiation Descriptor to Unarmed Damage, Speed 4 (500-fpr/30 mph). Total: 49

Acceleration Switch: Enhanced Speed 3 (1/2 mpr/250 mph, Fades 3). Total: 1

J.A.K.Q Finishers: Array 7 (4 Alternate Effects). Total: 7
  • Big Bomber: Shared 5 Variable Descriptor 2 Blast 15 (Comedically Destructive Effect, DC 30, Limited (Requires all of J.A.K.Q).
  • J.A.K.Q Covack: Shared 4 Variable Descriptor 1 Damage 15 (Radiation/Magnetic/Electrical/Gravity, DC 30, Limited (Requires all 4 Core J.A.K.Q Members).
  • J.A.K.Q Hurricane: Shared 4 Shapeable Area 1 Variable Descriptor 1 Damage 12 (Radiation/Magnetic/Electrical/Gravity, DC 27, Limited (Requires all 4 Core J.A.K.Q Members).
  • Dengeki Kick: Shared 4 Variable Descriptor 1 Strength-Based Strike 8 (Radiation/Magnetic/Electrical/Gravity/Force, DC 30).
Spade Arts: Array 29 (3 Alternate Effects), Device (Easily Removable). Total: 17
  • Atom Shot: Dangerous 2 Variable Descriptor 1 Penetrating 8 Blast 8 (Piercing/Radiation, DC 23).
  • Spade Arts: Multiple Shots: Multiattack Variable Descriptor 1 Blast 6 (Piercing/Radiation, DC 21).
  • Arts Whip: Choking Entangling Grabbing Reach 2 Strength-Based Strike 3 (Bludgeoning/Radiation, DC 25).
Advantages
Accurate Attack, Assessment, Benefit 1 (ISSIS Agent), Defensive Roll 2, Equipment 21 (Spade Machine, Radio, Sky Ace (Shared), Jack Tank (Shared), Fearless, Improved Aim, Improved Disarm, Improved Initiative 1, Leadership, Move-By Action, Power Attack, Quick Draw, Ranged Attack 8, Redirect, Set-Up 3, Takedown 2, Teamwork, Tracking, Well-Equipped 2
Equipment

Spade Machine
Large Size
Strength 7
Speed 7 (1/2 mpr/250 mph)
Defense 8
Toughness 10
Feature 1 (Navigation System)
Powers (Machine Guns: Multiattack Blast 7 (Ballistic, DC 22)

Radio: Communication Link 1 (ISSIS Agents/Other J.A.K.Q Members)
Skills
Acrobatics 6 (+12 Total)
Athletics 7 (+14 Total)
Deception 4 (+6 Total)
Pentathlete (AGI) 8 (+14 Total)
Streetwise 6 (+8 Total)
Insight 4 (+10 Total)
Investigation 6 (+8 Total)
Perception 6 (+12 Total)
Persuasion 4 (+6 Total)
Stealth 4 (+10 Total)
Technology 2 (+4 Total)
Vehicles 6 (+10 Total)

Offense
Initiative +10
Unarmed +12 | Close, Damage 7
Atom Shot +12 | Dangerous 2, Penetrating 8, Blast 8
Spade Arts: Multiple Shots +12 | Multiattack, Blast 6
Arts Whip +12 | Choking, Entangling, Grabbing, Reach 2, Strength-Based Strike 10

Defense
Dodge 12, Parry 14, Fortitude 8, Toughness 10/8, Will 8

Abilities 60, Powers 100, Advantages 46, Skills 34, Defenses 9 = 249 PP

Complications

Personality - Goro is a brave and kind man, a natural leader, with a love of children. There were few better options for team leader.
Strengthening Capsules - The core members of J.A.K.Q cannot transform on command, requiring the use of the "Strengthening Capsules", devices that bombard them with their energy type and activate their true power. Normally, these are stored in the Sky Ace, but being separated from their capsules is a commonly-used complication.
Reputation - Outside of his work as a member of J.A.K.Q, Goro was an Olympic Gold Medalist and Pentathlete.

Background: Goro Sakurai, Spade Ace. An Olympic Gold Medalist and Pentathlete, he was approached by Joker, the leader of the International Science Special Investigation Squad, ISSIS', Tokyo Branch, with a proposition. Joker was assembling a "Blitzkrieg Squadron", a group of cyborgs, to combat the threat of Crime, an international crime family with robotic enforcers. Declining at first, Goro would reconsider after rescuing future teammate Karen Mizuki from a Crime ambush. Undergoing the cyborg surgery, Goro became Spade Ace, and led J.A.K.Q in the field against Crime's Mechanical Monsters. After increasingly strange adventures, J.A.K.Q was joined by Big One, the first of the ISSIS Cyborgs, and their new leader, who led them into the final battles against Crime's new Invader Robots. The battle against Crime would end with the assistance of the Gorengers, and J.A.K.Q would join them to defend the Earth for the future generations.

Notes: This legacy build of Spade Ace represents their appearances in the massive crossover movies, like the Super Hero Taisens. He sits at a PL 12, with pretty solid ranged capabilities, and a strong melee option in the Arts Whip, though he doesn't actually reach his PL Limits. The J.A.K.Q have always struck me as less capable than their predecessors (besides Big One, but we'll deal with him later), so I think this is accurate. They can certainly keep up, however, and Spade Ace could definitely contend with Akarenger.
Last edited by OwOMotaros on Wed Sep 08, 2021 7:54 am, edited 6 times in total.
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Dia Jack

Post by OwOMotaros »

Up next, J.A.K.Q first swordsman (for some reason), and original second-in-command, until he showed up.....

Image
Image

"Dia Jack!"

Dia Jack

PL 12 (207 PP)

Identity: Ryuu Higashi
Gender: Male
Age: 69
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai, ISSIS, Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Japan

Abilities
Strength 3/7, Stamina 3/5, Agility 4/6, Dexterity 2
Fighting 8/12, Intellect 1, Awareness 2/4, Presence 3
(Out/In Suit)

Powers

ISSIS Cyborg Enhancement Surgery: Feature 1 (Imbue a subject with electricity, allowing them to by tracked by Electrosenses), Immunity 3 (Electrical Damage, Limited to Half Effect), Leaping 1 (15-ft), Protection 1, Senses 12 (Visual 1 (Extended 1 (-1/100 ft), (Auditory 1 (Extended 1 (-1/100 ft), (Mental 10 (Detect Electricity 10 (Accurate 2 Acute 1 Extended 3 (-1/10,000 ft) Tracking 2). Total: 18

Electric Cutter: Penetrating 2 Precise Damage 2 (Slashing, DC 17), A.E (Dia Laser: Diminished Range 1 Precise Blast 2 (Laser, DC 17). Total: 6

Dia Jack!: Activation 2. Total: 57

Jack Suit: Electrical Descriptor to Unarmed Damage, Enhanced Abilities 14 (Strength 4, Stamina 2, Agility 2, Fighting 4, Awareness 2), Enhanced Advantages 7 (Defensive Roll 2, Evasion 1, Improved Initiative 1, Move-By Action, Power Attack, Takedown 1 (Total 2), Enhanced Parry 2, Leaping 2 (60-ft), Protection 2, Speed 5 (900-fpr/60 mph). Total: 47

Acceleration Switch: Enhanced Speed 3 (1 mpr/500 mph, Fades 3). Total: 1

J.A.K.Q Finishers: Array 7 (4 Alternate Effects). Total: 7
  • Big Bomber: Shared 5 Variable Descriptor 2 Blast 15 (Comedically Destructive Effect, DC 30, Limited (Requires all of J.A.K.Q).
  • J.A.K.Q Covack: Shared 4 Variable Descriptor 1 Damage 15 (Radiation/Magnetic/Electrical/Gravity, DC 30, Limited (Requires all 4 Core J.A.K.Q Members).
  • J.A.K.Q Hurricane: Shared 4 Shapeable Area 1 Variable Descriptor 1 Damage 12 (Radiation/Magnetic/Electrical/Gravity, DC 27, Limited (Requires all 4 Core J.A.K.Q Members).
  • Dengeki Kick: Shared 4 Variable Descriptor 1 Strength-Based Strike 8 (Radiation/Magnetic/Electrical/Gravity/Force, DC 30).
Dia Sword: Dangerous 1 Reach 1 Variable Descriptor 1 Strength-Based Strike 3 (Electrical/Slashing/Piercing, DC 25), Device (Easily Removable). Total: 4

Advantages
Accurate Attack, Agile Feint, Benefit 1 (ISSIS Agent), Close Attack 2, Connected, Defensive Roll 2, Equipment 21 (Mach Dia, Radio, Sky Ace (Shared), Jack Tank (Shared), Evasion 1, Fearless, Improved Disarm, Improved Initiative 1, Leadership, Move-By Action, Power Attack, Quick Draw, Redirect, Takedown 2, Teamwork, Tracking
Equipment

Mach Dia
Large
Strength 7
Speed 8 (1 mpr/500 mph)
Defense 8
Toughness 10
Feature 1 (Navigation System)
Powers (Machine Guns (Multiattack Blast 7 (Ballistic, DC 22)

Radio: (ISSIS Agents/Other J.A.K.Q Members)
Skills
Acrobatics 4 (+10 Total)
Athletics 5 (+12 Total)
Deception 2 (+5 Total)
Expertise: Streetwise 7 (+8 Total)
Insight 4 (+8 Total)
Intimidation 4 (+7 Total)
Investigation 4 (+5 Total)
Perception 4 (+8 Total)
Persuasion 2 (+5 Total)
Sleight of Hand 4 (+6 Total)
Stealth 4 (+10 Total)
Technology 2 (+3 Total)
Treatment 2 (+3 Total)
Vehicles 8 (+10 Total)

Offense
Initiative +10
Unarmed +14 | Close, Damage 7
Dia Sword +14 | Dangerous 1, Reach 1, Strength-Based Strike 10

Defense
Dodge 12, Parry 14, Fortitude 8, Toughness 10/8, Will 8

Abilities 52, Powers 81, Advantages 35, Skills 28, Defenses 11 = 207 PP

Complications

Personality - Ryuu is a hot-blooded, quick-footed, womanizing warrior.
Strengthening Capsules - The core members of J.A.K.Q cannot transform on command, requiring the use of the "Strengthening Capsules", devices that bombard them with their energy type and activate their true power. Normally, these are stored in the Sky Ace, but being separated from their capsules is a commonly-used complication.
Reputation - Outside of his work as a member of J.A.K.Q, Ryuu was a former Welterweight Boxing World Champion, who was framed for murder when he refused to throw a fight. This gives him a somewhat blighted reputation.

Background: Ryuu Higashi, Dia Jack. A Welterweight Boxing World Champion, being brought back to Japan from Las Vegas after being charged with a murder he did not commit, was approached by ISSIS' Tokyo Branch leader, Joker, with a proposition: undergo the cyborg surgery and join his "Blitzkrieg Squadron" to combat Crime, or go along and serve his sentence. Ryuu took him up on his offer, becoming Dia Jack, and battling Crime's Mechanical Monsters. After increasingly strange adventures, J.A.K.Q was joined by Big One, the first of the ISSIS Cyborgs, and their new leader, who led them into the final battles against Crime's new Invader Robots. The battle against Crime would end with the assistance of the Gorengers, and J.A.K.Q would join them to defend the Earth for the future generations.

Notes: The legacy build of Dia Jack covers their appearances in crossover movies, like the Super Hero Taisens. Dia Jack hits PL 12, like the rest of the core J.A.K.Q members. The key difference is his higher accuracy, being the only one in a fighting profession, I thought he should be a better fighter than the rest, if only by a bit. Its strange that they made the Boxing Champion a swordsman, rather than making him the one with the gravity-manipulating club for a hand.
Last edited by OwOMotaros on Wed Sep 08, 2021 7:55 am, edited 7 times in total.
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Re: OwOMotaros's Tokusatsu Builds (J.A.K.Q Dengekitai!)

Post by Grenzer »

And for reference, J.A.K.Q. is pronounced as Jaker ("Joker") and a clear reference to this team's playing card suite motif. Interesting story behind this series, but I'll wait until a few more profiles are added before getting into it.
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Heart Queen

Post by OwOMotaros »

Up next, Sentai's second Pink Ranger, and another example of early Sentai Pinks being either more capable or useless compared to their teammates....

Image

"Heart Queen!"

Heart Queen

PL 12 (262 PP)

Identity: Karen Mizuki
Gender: Female
Age: 60
Height: Unknown
Weight: Unknown
Eyes: Brown
Hair: Brown
Group Affiliation: J.A.K.Q Dengekitai, ISSIS, Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Japan

Abilities
Strength 3/7, Stamina 3/5, Agility 4/6, Dexterity 2
Fighting 8/12, Intellect 2, Awareness 3/5, Presence 3
(Out/In Suit)

Powers

ISSIS Cyborg Enhancement Surgery: Immunity 3 (Magnetic Effects, Limited to Half Effect), Leaping 1 (15-ft), Protection 1, Senses 23 (Visual 1 (Extended 1 (-1/100 ft), (Auditory 1 (-1/100 ft), (Mental 21 (Detect Magnetic Fields 13 (Accurate 2 Acute 1 Extended 2 (-1/1,000 ft) Penetrates Concealment 4 Radius 1 Tracking 1), (Detect Objects 8 (Acute 1 Extended 2 (-1/1,000 ft) Radius Tracking 1). Total: 28

Magnetic Deflection: Perception Range Deflect 8, Limited to Metallic Projectiles. Total: 8

Disguise Mastery: Resistible by Insight Morph 2 (Same Size/Gender). Total: 8

Heart Queen!: Activation 2. Total: 69

Queen Suit: Enhanced Abilities 14 (Strength 4, Stamina 2, Agility 2, Fighting 4, Awareness 2), Enhanced Advantages 7 (Defensive Roll 2, Evasion 1, Improved Initiative 1, Move-By Action, Power Attack, Takedown 1 (Total 2), Enhanced Defenses 4 (Dodge 2/Parry 2), Leaping 2 (60-ft), Magnetic Descriptor to Unarmed Damage, Protection 2, Speed 4 (500-fpr/30 mph). Total: 48

J.A.K.Q Finishers: Array 7 (4 Alternate Effects). Total: 7
  • Big Bomber: Shared 5 Variable Descriptor 2 Blast 15 (Comedically Destructive Effect, DC 30, Limited (Requires all of J.A.K.Q).
  • J.A.K.Q Covack: Shared 4 Variable Descriptor 1 Damage 15 (Radiation/Magnetic/Electrical/Gravity, DC 30, Limited (Requires all 4 Core J.A.K.Q Members).
  • J.A.K.Q Hurricane: Shared 4 Shapeable Area 1 Variable Descriptor 1 Damage 12 (Radiation/Magnetic/Electrical/Gravity, DC 27, Limited (Requires all 4 Core J.A.K.Q Members).
  • Dengeki Kick: Shared 4 Variable Descriptor 1 Strength-Based Strike 8 (Radiation/Magnetic/Electrical/Gravity/Force, DC 30).
Heartcute Magnetic Power!: Multiattack Ranged Affliction 10 (DC 20 Technology Skill of Creator, (Dazed/Stunned/Incapacitated, Multiattack Limited to Multiple Target Benefit, Limited to Mechanical Beings, Linked Move Object 4, Limited to Mechanical Beings), A.E (Heartcute (Smashing Variable Descriptor 1 Strength-Based Strike 2 (Bludgeoning/Magnetic, DC 24), A.E (Heartcute Toss (Smashing Variable Descriptor 1 Blast 8 (Bludgeoning/Magnetic, DC 23), Device (Easily Removable). Total: 16

Advantages
Benefit 1 (ISSIS Agent), Connected, Contacts, Daze 1 (Deception), Defensive Roll 2 Equipment 20 (Heart Buggy, Radio, Sky Ace (Shared), Jack Tank (Shared), Evasion 1, Hide in Plain Sight, Improved Disarm, Improved Initiative 1, Move-By Action, Power Attack, Quick Draw, Ranged Attack 8, Redirect, Takedown 2, Taunt, Teamwork, Tracking, Well-Informed, Well-Equipped 2
Equipment

Heart Buggy
Large
Strength 6
Speed 6 (1,800 fpr/120 mph)
Defense 8
Toughness 10
Feature 1 (Navigation System)
Powers (Machine Guns (Multiattack Blast 7 (Ballistic, DC 22)

Radio: Communication Link (ISSIS Agents/Other J.A.K.Q Members)
Skills
Acrobatics 6 (+12 Total)
Athletics 4 (+11 Total)
Deception 8 (+11 Total)
Expertise: Detective 8 (+10 Total)
Expertise: Streetwise 8 (+10 Total)
Insight 6 (+11 Total)
Investigation 8 (+10 Total)
Perception 4 (+9 Total)
Persuasion 6 (+9 Total)
Sleight of Hand 4 (+6 Total)
Stealth 4 (+10 Total)
Technology 4 (+6 Total)
Treatment 4 (+6 Total)
Vehicles 6 (+8 Total)

Offense
Initiative +10
Unarmed +12 | Close, Damage 7
Heartcute +12 | Smashing, Strength-Based Strike 9
Heartcute Toss +10 | Smashing, Blast 8
Heartcute Magnetic Power +10 | Ranged, Multiattack, Affliction 10 (Dazed/Stunned/Incapacitated), Limited to Mechanical Beings, Linked Move Object 4, Limited to Mechanical Beings

Defense
Dodge 12, Parry 14, Fortitude 8, Toughness 10/8, Will 8

Abilities 56, Powers 113, Advantages 43, Skills 40, Defenses 10 = 262 PP

Complications

Personality - Karen is stereotyped as "Team Girl", but makes up for it with her determination and intelligence.
Strengthening Capsules - The core members of J.A.K.Q cannot transform on command, requiring the use of the "Strengthening Capsules", devices that bombard them with their energy type and activate their true power. Normally, these are stored in the Sky Ace, but being separated from their capsules is a commonly-used complication.
Relationships - At the end of J.A.K.Q, her and Goro (Spade Ace), had a bit of a thing going on, but it never got expanded upon. I'd like to think they got together, though.

Background: Karen Mizuki, Heart Queen. An up-and-coming Tokyo Detective, Karen was severely wounded, and her father killed, in a Crime ambush. To save her life, Joker subjected her to the ISSIS Cyborg Surgery, granting her the power of magnetism. As Heart Queen, Karen devoted herself to J.A.K.Q, proving a great addition with her detective skills and disguise mastery. After increasingly strange adventures, J.A.K.Q was joined by Big One, the first of the ISSIS Cyborgs, and their new leader, who led them into the final battles against Crime's new Invader Robots. The battle against Crime would end with the assistance of the Gorengers, and J.A.K.Q would join them to defend the Earth for the future generations.

Notes: This legacy build of Heart Queen covers their appearances in the Super Hero Taisens and various other crossover films. She hits PL 12, like the other core J.A.K.Q Members, with access to high ranks of Detect Magnetic Fields and Detect Objects, a Magnetic Deflection power to catch bullets (which she did incredibly casually in episode 3 of J.A.K.Q (my personal favorite of the series), the Disguise Mastery that is natural the early Sentai Pinks, and power comparable to the rest of her team. Her Heartcute, which acts as a focus for her magnetic powers, allows her to overwhelm her opponents with magnetic energy, but she can also just go for a good old bash. Currently, I'm 2/2 for Pink Rangers being my favorite Rangers of a season, they have such great capability, but get underserved in comparison to their male counterparts. It does help that magnetism is a fun power set, and I'm not even gonna mention the hot pants (literally all she wears, even under her disguises).
Last edited by OwOMotaros on Thu Sep 09, 2021 5:01 am, edited 5 times in total.
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Clover King

Post by OwOMotaros »

Up next, J.A.K.Q's brains AND muscle (at first), and the second Green Ranger.....

Image
Image

"Clover King!"

Clover King

PL 12 (208 PP)

Identity: Bunta Daichi
Gender: Male
Age: 68
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai, ISSIS, Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Japan

Abilities
Strength 3/7, Stamina 4/6, Agility 2/4, Dexterity 2
Fighting 8/12, Intellect 3, Awareness 2/4, Presence 2
(Out/In Suit)

Powers

ISSIS Cyborg Enhancement Surgery: Immunity 1 (Gravity Damage, Limited to Half Effect), Leaping 1 (15-ft), Protection 1, Senses 8 (Visual 1 (Extended 1 (-1/100 ft), (Auditory 1 (Extended 1 (-1/100 ft), (Mental 6 (Detect Gravity 6 (Extended 2 (-1/1,000) Radius Tracking 1). Total: 11

Clover King!: Activation 2. Total: 58

King Suit: Enhanced Abilities 14 (Strength 4, Stamina 2, Agility 2, Fighting 4, Awareness 2), Enhanced Advantages 7 (Defensive Roll 2, Evasion 1, Improved Initiative 1, Move-By Action, Power Attack, Takedown 1 (Total 2), Enhanced Defenses 4 (Dodge 2/Parry 2), Gravity Descriptor to Unarmed Damage, Leaping 2 (60-ft), Protection 2, Speed 4 (500-fpr/30 mph). Total: 48

J.A.K.Q Finishers: Array 7 (4 Alternate Effects). Total: 7
  • Big Bomber: Shared 5 Variable Descriptor 2 Blast 15 (Comedically Destructive Effect, DC 30, Limited (Requires all of J.A.K.Q).
  • J.A.K.Q Covack: Shared 4 Variable Descriptor 1 Damage 15 (Radiation/Magnetic/Electrical/Gravity, DC 30, Limited (Requires all 4 Core J.A.K.Q Members).
  • J.A.K.Q Hurricane: Shared 4 Shapeable Area 1 Variable Descriptor 1 Damage 12 (Radiation/Magnetic/Electrical/Gravity, DC 27, Limited (Requires all 4 Core J.A.K.Q Members).
  • Dengeki Kick: Shared 4 Variable Descriptor 1 Strength-Based Strike 8 (Radiation/Magnetic/Electrical/Gravity/Force, DC 30).
Club Megaton: Disarming Grabbing Reach 2 Smashing Variable Descriptor 1 Strength-Based Strike 3 (Bludgeoning/Gravity, DC 25), Device (Easily Removable). Total: 5

Advantages
All-Out Attack, Benefit 1 (ISSIS Agent), Chokehold, Defensive Roll 2, Equipment 20 (Auto Clover, Radio, Sky Ace (Shared), Jack Tank (Shared), Evasion 1, Improved Disarm, Improved Grab, Improved Initiative 1, Improvised Tools, Inventor, Move-By Action, Power Attack, Quick Draw, Ranged Attack 6, Redirect, Startle, Takedown 2, Well-Informed
Equipment

Auto Clover
Medium
Strength 2
Speed 7 (1/2 mpr/250 mph)
Defense 10
Toughness 8
Feature 1 (Navigation System)
Powers (Machine Gun (Multiattack Blast 7 (Ballistic, DC 22)

Radio: Communication Link 1 (ISSIS Agents/Other J.A.K.Q Members)
Skills
Acrobatics 4 (+8 Total)
Athletics 4 (+11 Total)
Deception 4 (+6 Total)
Expertise: Science 12 (+15 Total (4 Ranks Limited to Marine Sciences)
Insight 4 (+8 Total)
Intimidation 6 (+8 Total)
Investigation 8 (+11 Total)
Perception 6 (+10 Total)
Persuasion 4 (+6 Total)
Stealth 4 (+8 Total)
Technology 8 (+11 Total)
Treatment 2 (+5 Total)
Vehicles 8 (+10 Total)

Offense
Initiative +8
Unarmed +12 | Close, Damage 7
Club Megaton +12 | Disarming, Grabbing, Reach 2, Smashing, Strength-Based Strike 10

Defense
Dodge 12, Parry 14, Fortitude 8, Toughness 10/8, Will 8

Abilities 52, Powers 69, Advantages 38, Skills 37, Defenses 12 = 208 PP

Complications

Personality - Daichi, despite the heavy tragedy of his life, is the most cheerful and child-like of his team.
Strengthening Capsules - The core members of J.A.K.Q cannot transform on command, requiring the use of the "Strengthening Capsules", devices that bombard them with their energy type and activate their true power. Normally, these are stored in the Sky Ace, but being separated from their capsules is a commonly-used complication.
Trauma - Daichi has suffered quite a bit, losing his family to a plane crash, and then suffocating in the course of his career, only to be revived as a super-powered cyborg without his consent. That has to leave some underlying issues.

Background: Bunta Daichi, Clover King. A skilled oceanographer who suffocated in his submarine during an expedition, was revived via ISSIS' cyborg surgery, given the power of gravity, and recruited into J.A.K.Q. As his stern and focused façade devolved into child-like glee in the course of his duty, Bunta proved useful with his Science skill, and powerful with his manipulation of gravity. After increasingly strange adventures, J.A.K.Q was joined by Big One, the first of the ISSIS Cyborgs, and their new leader, who led them into the final battles against Crime's new Invader Robots. The battle against Crime would end with the assistance of the Gorengers, and J.A.K.Q would join them to defend the Earth for the future generations.

Notes: This legacy build of Clover King covers their appearances in the Super Hero Taisens and other crossover films. At PL 12, Daichi is supposedly the team's strongman, despite never showcasing many feats beyond his teammates. He's more prone to throws and body-presses, but these moves aren't limited to him. He honestly doesn't seem like that much stronger than the rest, and they all get shown up by our next build. Daichi's a fun guy, though, and he still hits pretty hard, though under PL.
Last edited by OwOMotaros on Wed Sep 08, 2021 7:55 am, edited 3 times in total.
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Jabroniville
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Re: OwOMotaros's Tokusatsu Builds (J.A.K.Q Dengekitai!)

Post by Jabroniville »

Man, the early Sentai/Rangers sure were ostentatiously colored. I'm used to the modern "Basic Color + Black & White" designs that are more pleasing to the eye and have stayed rather consistent. These '70s characters have all sorts of pastels on them, plus big white helmets and Japanese Superhero Capes/Scarves and the like. Definitely looking forward to the profile for Pride Mysterio up there.

I find it interesting that these Rangers are very much PL 9-10 on offense and PL 12 only defensively.
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OwOMotaros
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Re: OwOMotaros's Tokusatsu Builds (J.A.K.Q Dengekitai!)

Post by OwOMotaros »

Jabroniville wrote: Sat Jul 24, 2021 10:18 am I find it interesting that these Rangers are very much PL 9-10 on offense and PL 12 only defensively.
Yeah, I find that, at least early on, Sentai Rangers are less offensively proficient, with better defenses from combat skill rather than toughness. They survive, even with that lower offense, with their teamwork, the fact that most of their mooks are pretty laughable to anyone with a decent amount of power, and that they were able to output an incredible amount of power when necessary (J.A.K.Q once used their J.A.K.Q Covack finisher to launch a Mechanical Monster into orbit before it exploded with the force of an atom bomb).
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OwOMotaros
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Big One

Post by OwOMotaros »

Up next, J.A.K.Q's field commander, the first White Ranger, and the first new Ranger to join a team over the course of the series....

Image

"Big One!"

Big One

PL 14 (282 PP)

Identity: Sokichi Banba
Gender: Male
Age: 74
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai, ISSIS, Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Japan

Abilities
Strength 4/9, Stamina 4/8, Agility 4/8, Dexterity 3
Fighting 10/16, Intellect 3, Awareness 5/7, Presence 5
(Out/In Suit)

Powers

ISSIS Cyborg Enhancement Surgery: Immunity 14 (Electrical Effects, Gravity Effects, Magnetic Effects, Radiation Effects, Limited to Half Effect), Leaping 1 (15-ft), Senses 6 (Visual 3 (Extended 2 (-1/1,000 ft) Ultravision 1), (Auditory 3 (Extended 2 (-1/1,000 ft) Ultra-Hearing 1). Total: 21

Disguise Mastery "I used this to pretend to be Hitler": Resistible by Insight Morph 3 (Humanoids). Total: 12

Red Rose: Activation 1. Total: 84

Big One!: Enhanced Abilities 21 (Strength 5, Stamina 4, Agility 4, Fighting 6, Awareness 2), Enhanced Advantages 11 (Defensive Roll 2, Evasion 2, Improved Initiative 1, Instant Up, Move-By Action, Power Attack, Seize Initiative, Skill Mastery (Acrobatics), Takedown 1 (Total 2), Flight 8 (1 mpr/500 mph, A.E (Speed 7 (1/2 mpr/250 mph), Leaping 3 (120-ft), Protection 2, Variable Descriptor 2 to Unarmed Damage (Electrical/Gravity/Magnetic/Radiation/Bludgeoning). Total: 76

Big Bomber: Shared 5 Variable Descriptor 2 Blast 15 (Comedically Destructive Effect, DC 30, Limited (Requires All of J.A.K.Q). Total: 4

Big Baton: Double Reach 1 Smashing Variable Descriptor 2 Strength-Based Strike 3 (Electrical/Gravity/Magnetic/Radiation/Force, DC 27), Device (Easily Removable). Total: 5

Advantages
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Benefit 2 (High-Ranking ISSIS Leader, J.A.K.Q Leader), Connected, Contacts, Defensive Attack, Defensive Roll 2, Evasion 2, Fascinate 1 (Deception), Fearless, Hide in Plain Sight, Improved Critical (Unarmed) 1, Improved Critical (Big Baton) 1, Improved Defense, Improved Disarm, Improved Initiative 1, Inspire 2, Instant Up, Leadership, Luck 2, Move-By Action, Power Attack, Quick Draw, Ranged Attack 5, Redirect, Seize Initiative, Set-Up 4, Skill Mastery (Acrobatics), Takedown 2, Teamwork, Well-Informed

Skills
Acrobatics 6 (+14 Total)
Athletics 6 (+15 Total)
Deception 8 (+13 Total)
Expertise: Streetwise 8 (+11 Total)
Expertise: Tactics 10 (+13 Total)
Insight 6 (+13 Total)
Intimidation 4 (+9 Total)
Investigation 6 (+9 Total)
Perception 6 (+13 Total)
Persuasion 4 (+9 Total)
Sleight of Hand 6 (+9 Total)
Stealth 6 (+14 Total)
Technology 4 (+7 Total)
Vehicles 6 (+9 Total)

Offense
Initiative +12
Unarmed +16 | Close, Damage 9, Crit 19-20
Big Baton +16 | Double, Reach 1, Smashing, Strength-Based Strike 12

Defense
Dodge 14, Parry 16, Fortitude 10, Toughness 12/10, Will 10

Abilities 76, Powers 117, Advantages 35, Skills 43, Defenses 11 = 282 PP

Complications

Personality - If you couldn't tell by his.....loud outfit, Sokichi is incredibly flamboyant, the closest thing the team has to a James Bond type.
Red Rose - Unlike the rest of J.A.K.Q, Sokichi does not require a Strengthening Capsule to transform, instead taking a sniff from the rose he carries around. In turn, however, he doesn't actually engage much in combat in-series, usually just appearing with a leap and commanding that they use Big Bomber. This may have been a balancing issue, as he was just that much out of everyone's league.

Background: Sokichi Banba, Big One. Introduced as the new leader of ISSIS Japan, and, by extension, J.A.K.Q, Sokichi was revealed to have been a friend of Joker, who helped implement the cyborg program, and even participated, becoming the "ultimate cyborg", able to manipulate all 4 of the energies the core team can, at once. With incredible wit and power, Big One led J.A.K.Q into the expanded battle against Crime's new Invader Robots, reinforcements sent from Crime's alien leader, Shine. Defeating his rival, Iron Claw, alongside his team and the Gorengers, Big One helped defeat Crime forever, before devoting himself to defending the Earth for the future generations.

Notes: This legacy builds of Big One covers their modern appearances; the Super Hero Taisens, the Great Legend War, and Gaoranger vs Super Sentai, where he led the "Dream Sentai", a team of Sentai Legends who came to assist the 25th Sentai, Hyakuju Sentai Gaoranger, in their development as Sentai Rangers. Big One is a powerhouse amongst Sentai Rangers, even now. I'd still put him in the top 10. He's on equal footing to even mainline Kamen Riders, with incredible speed, strength, and combat prowess. And we aren't even aware of his full capabilities, since he was only in 12 episodes of J.A.K.Q, and BARELY DID ANYTHING (in combat). As he is known to be able to manipulate all 4 of the energies of the rest of J.A.K.Q, its not unlikely that he would be able to replicate any of their effects and more, though I settled with a more conservative build, merely capable of utilizing those energies in his attacks.

Side Note: Sokichi Banba is played by Toku Legend Hiroshi Miyauchi. This marks the 3rd time I've made a build of a character he has portrayed, as he was formerly Kamen Rider V3 and Aorenger.
Last edited by OwOMotaros on Thu Sep 02, 2021 9:01 am, edited 3 times in total.
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OwOMotaros
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J.A.K.Q Equipment

Post by OwOMotaros »

Image

"Sky Ace, hasshin!"
Sky Ace (183 PP/37 EP)
Colossal
Strength 18
Flight 10 (4 mpr/2,000 mph)
Defense 6
Toughness 18
Features 6 (Autopilot 1, Communications, Computer, Garage, Navigation System, Strengthening Capsules)
Powers:
Sky Drill: Ranged Burrowing 8 (250-ft)
Sky Hand: Extra Limbs 1
Armor Plating: Impervious Toughness 15
Sky Rocket: Burst Area 2 Blast 12 with Direct Hit 3 (Explosive, DC 27/30, 60-ft burst, A.E (Missiles: Burst Area 1 Blast 10 (Explosive, DC 25, 30-ft burst
The Sky Ace is J.A.K.Q's "Flying Fortress", and their most powerful weapon due to lacking a mecha. A fast aerial craft with storage space for their land vehicles and their Strengthening Capsules. It's so powerful and dangerous that Crime's main priority on more than one occasion was taking it out of the fight.

Image

"Jack Tank, go!"
Jack Tank (84 PP/17 EP)
Huge
Strength 11
Burrowing 8 (250-fpr/16 mph), A.E (Speed 5 (900-fpr/60 mph)
Defense 8
Toughness 14
Features 2 (Communications, Navigation System)
Powers:
Jack Cannon: Burst Area 1 Blast 10 with Direct Hit 2 (Explosive, DC 25/27, 30-ft burst)
Grapple Hand: Extra Limbs 1, Elongation 3, Linked Platform Flight 2 (120-fpr)
Armor Plating: Impervious Toughness 13
The Jack Tank is J.A.K.Q heavily armored land beast, capable of bore-ing through the Earth, or utilizing a grapple hand to lift itself to hard to reach spots. Both are essential to J.A.K.Q's operations.
Last edited by OwOMotaros on Thu Sep 02, 2021 9:01 am, edited 2 times in total.
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KorokoMystia
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Re: OwOMotaros's Tokusatsu Builds (J.A.K.Q Dengekitai!)

Post by KorokoMystia »

I don't know too much about Big One, but he's got style. Gets bonus points for being the first "Sixth Ranger" (well, fifth Ranger) too. Seems like those types always seemed like the coolest of their groups to me. Also, I kinda wonder if, thinking about it, ToQger's own "comedic finisher" bazooka is inspired by the Big Bomber.
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