Jab's RoninArmy Build Dump

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Jabroniville
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Post by Jabroniville »

JAKE SULLY
PL 8 (120)
ST 26 (+8) DEX 20 (+5) CON 26 (+8) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 2 (+8)
Bluff 3 (+5)
Climb 4 (+12)
Concentration 4 (+6)
Diplomacy 4 (+6)
Gather Information 4 (+6)
Handle Animal 10 (+12)
Intimidate 1 (+3, +7 Size)
Investigate 2 (+4)
Knowledge (Tactics) 4 (+5)
Notice 5 (+7)
Pilot 2 (+8)
Profession (Soldier) 4 (+5)
Ride 6 (+12)
Search 3 (+5)
Stealth 4 (+10, +6 Size)
Survival 6 (+8)

Feats:
Accurate Attack, All-Out Attack, Animal Empathy, Attack Specialization (Bow), Benefit (Sacred to Eywa), Dodge Focus 3, Environmental Adaptation (Pandora), Equipment 5 (Giant Bow), Improved Grab, Luck, Minion 4 (Ikran), Power Attack, Teamwork

Powers:
"Half-Na'vi Avatar Body"
Growth 5 (Feats: Innate) (Flaws: Permanent) [11]
Speed 1 [1]
Leaping 1 [1]
"Tsahaylu" Comprehend 1 (Speak to Animals & Plants) (Flaws: Touch Range- Requires Spinal Link -2) [1]

Equipment:
"Giant Na'vi Bow" Blast 7 (14) Linked to Drain Strength 5 (Drawbacks: Power Loss- Requires Damage from Blast -2) (Extras: Poison) (8)
AP: "Club With Bow" Strike +1 (Feats: Mighty)

Saves:
Toughness +8, Fortitude +8, Reflex +6, Will +6

Combat:
Attack +7 (+6 Size, +8 Giant Bow), Damage +8 (+7 Giant Bow, +8 Club), Defense +6 (+5 Size, +8 Dodge), Initiative +5

Complications:
Responsibility (Loves Neytiri)
Prejudice (Born a Human- Untrustworthy)

Abilities: 37 / Skills: 68--17 / Feats: 22 / Powers: 14 / Saves: 4 / Combat: 26 (120)

-Okay, "Avatar" is a pretty seriously bad-ass movie. You wouldn't think something that essentially borrows from every other piece of fiction ever, using zillions of well-established and often-dead Tropes (Seducing Chief's Daughter, White Dude Meets the Natives and Becomes Their Leader, Searching for Unobtainium- and they ACTUALLY CALL IT THAT), Taming the Legendary Monster, Becoming One of the Tribe, Environmentalism, etc.) would be so awesome, but it's said that everything steals from stuff- all that matters is how well you use it. Look at "Star Wars"- that movie stole from as many things as "Avatar" did, so you know they're in good company.

-Jake Sully is the main character- a marine thrown into the "Avatar" program to help better understand/spy on the natives of the planet Pandora (which has Unobtainium on it). Despite being rather clueless and naiive (but tough), he is immediately marked as a "chosen one" by the Na'vi tribe's God, Eywa, and eventually comes to adopt the natives' habits (and of course, bone their princess). By the end of the movie, he's no longer an "Avatar"- his self is completely transferred over to his Na'vi body.

-I had to make some decisions about the PL in this 'verse, and figured PL 8 would be the best one. The Na'vi are big, tall and strong, but are very lightly built for such large creatures. They can only barely defeat most of the big monsters (PL 8-10) of their universe, and can't defeat large military ships without aid from their Mounts. Plus, guys in Walker-Mech suits basically beat the snot out of them with ease- Jake is barely able to fend off the evil General dude in the movie's final moments. So as it stands, Jake (as one of the elite fighters of the Na'vi) is a PL 7.5 for the most part with all his stuff. And yes, the Giant Bow with it's damage and poison is a NASTY threat.

-Regarding Na'vi- they're basically Growth 5 (9-11 feet tall), can run and leap with extreme talent, and are immune to the natural poisons of Pandora's atmosphere (so pretty much every animal will have the Environmental Adaptation Feat- which also allows them to traverse the dense forest & treetop canopies without difficulty- something normaly humans can only barely do). There's also their ability to communicate with animals by linking their minds/spirits via "Tsahaylu"- little spiracle thingies coming from their 'hair' that every species on the planet possesses. It's a mostly one-way Comprehend (Speak to) power that also kinda works on plants like World Tree and that spiritual other tree thingie- Limited to Touch Range and things with their Spiracles (costing 1 pp altogether).
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Re: Jab's Builds: Double Dragon (The Lees, Mooks, Abobo, Willy)
Postby Jabroniville » Sat Feb 27, 2010 9:29 pm

Image

I wish *I* had a giant blue girlfriend...

NEYTIRI
PL 8 (120)
ST 24 (+7) DEX 24 (+7) CON 24 (+7) INT 10 WIS 16 (+3) CHA 14 (+2)

Skills:
Acrobatics 4 (+11)
Climb 4 (+11)
Concentration 4 (+7)
Diplomacy 2 (+4)
Handle Animal 10 (+12)
Intimidate 3 (+5, +9 Size)
Knowledge (Arcane Lore) 5 (+5)
Language (Na'vi, English) 1
Medicine 3 (+6)
Notice 7 (+10)
Ride 5 (+12)
Search 5 (+8)
Stealth 4 (+11)
Survival 7 (+10)

Feats:
Accurate Attack, All-Out Attack, Animal Empathy, Attack Specialization (Giant Bow), Dodge Focus 3, Environmental Adaptation (Pandora), Equipment 5 (Giant Bow), Improved Aim, Minion 4 (Ikran), Power Attack, Set-Up, Teamwork

Powers:
"Na'vi Physiology"
Growth 5 (Feats: Innate) (Flaws: Permanent) [11]
Speed 1 [1]
Leaping 1 [1]
"Tsahaylu" Comprehend 1 (Speak to Animals & Plants) (Flaws: Touch Range- Requires Spinal Link -2) [1]

Equipment:
"Giant Na'vi Bow" Blast 7 (14) Linked to Drain Strength 5 (Drawbacks: Power Loss- Requires Damage from Blast -2) (Extras: Poison) (8)
AP: "Club With Bow" Strike +1 (Feats: Mighty)

Saves:
Toughness +7, Fortitude +7, Reflex +7, Will +5

Combat:
Attack +8 (+7 Size, +9 Giant Bow), Damage +7 (+8 Club, +7 Giant Bow), Defense +7 (+6 Size, +9 Dodge), Initiative +7

Complications:
Responsibility (Loves Jake Sully)
Responsibility (Chief's Daughter)

Abilities: 37 / Skills: 64--16 / Feats: 21 / Powers: 14 / Saves: 2 / Combat: 30 (120)

-Neytiri's the main female character of "Avatar", your everyday, average Tsundere "Chief's Daughter" archetype, who alternates between fawning over Jake or trying to stab him through the heart. James Cameron has basically admitted he took every possible character design of this character and showed it to all his male friends, deciding on the final form based off of "how many guys said they'd do her"- so don't worry, thinking Neytiri is a hottie doesn't make you a furry :) (bullet DODGED, in my case).

-Neytiri is more-or-less a modified version of the Jake Sully build, giving up some strength and smarts for Wisdom, speed and accuracy. They share most of their Powers and Feats (since most Na'vi are pretty much the same, with the same fighting style and abilities), just in slightly different alottments.
Last edited by Jabroniville on Sun Feb 28, 2010 5:17 pm, edited 1 time in total.
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Re: Jab's Builds: Double Dragon, Avatar (Jake Sully & Neytiri)
Postby Jabroniville » Sat Feb 27, 2010 9:52 pm

So yeah, Avatar builds- it's gonna include a generic Na'vi Template, Miles Quaritch (aka that bad-assed scarred Colonel), plus stats for the most-seen monsters in the movie: The Thanator, Ikran, Toruk & Titanothere.
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Re: Jab's Builds: Double Dragon, Avatar (Jake Sully & Neytiri)
Postby Bladewind » Sun Feb 28, 2010 9:46 am

Sweet builds - I really like the way you handled the Tsahaylu

Only question i have is your use of Growth.. I always thought that a permanent power had to be continous first. This would put the cost at 16 points instead of 11... is there a rule (house or otherwise) that I missed?
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Re: Jab's Builds: Double Dragon, Avatar (Jake Sully & Neytiri)
Postby FuzzyBoots » Sun Feb 28, 2010 1:12 pm

Bladewind wrote:
Sweet builds - I really like the way you handled the Tsahaylu

Only question i have is your use of Growth.. I always thought that a permanent power had to be continous first. This would put the cost at 16 points instead of 11... is there a rule (house or otherwise) that I missed?

He covered it in his Design Diary on Powers. ^_^ I'll admit I had to use the search function to find it.
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Re: Jab's Builds: Double Dragon, Avatar (Jake Sully & Neytiri)
Postby Libra » Sun Feb 28, 2010 3:41 pm

Miles Quaritch (aka that bad-assed scarred Colonel)


AKA Hero of the Imperium! :twisted:

(I apologise for perpetuating a meme, but I must admit that the comparison seems a pretty good one - I suspect the Catchans would take him into the ranks, no questions asked).

Keep up the good work Jabroniville! :D
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Re: Jab's Builds: Double Dragon, Avatar (Jake Sully & Neytiri)
Postby marcoasalazarm » Sun Feb 28, 2010 4:15 pm

Wonder if they would shove him in the same unit as Ciaphas Cain...?
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Re: Jab's Builds: Double Dragon, Avatar (Jake Sully & Neytiri)
Postby Jabroniville » Sun Feb 28, 2010 5:26 pm

Image

NA'VI (Typical Warrior)
PL 6 (90)
ST 24 (+7) DEX 20 (+5) CON 22 (+6) INT 10 WIS 12 (+1) CHA 10

Skills:
Acrobatics 4 (+9)
Climb 4 (+11)
Concentration 4 (+5)
Handle Animal 10 (+10)
Intimidate 3 (+3, +7 Size)
Knowledge (Arcane Lore) 3 (+3)
Language (Na'vi, English) 1
Medicine 3 (+6)
Notice 7 (+10)
Ride 5 (+10)
Search 5 (+6)
Stealth 4 (+9)
Survival 7 (+8)

Feats:
Accurate Attack, Animal Empathy, Attack Specialization (Giant Bow), Dodge Focus, Environmental Adaptation (Pandora), Equipment 5 (Giant Bow), Improved Aim, Minion 4 (Ikran), Power Attack

Powers:
"Na'vi Physiology"
Growth 5 (Feats: Innate) (Flaws: Permanent) [11]
Speed 1 [1]
Leaping 1 [1]
"Tsahaylu" Comprehend 1 (Speak to Animals & Plants) (Flaws: Touch Range- Requires Spinal Link -2) [1]

Equipment:
"Giant Na'vi Bow" Blast 7 (14) Linked to Drain Strength 5 (Drawbacks: Power Loss- Requires Damage from Blast -2) (Extras: Poison) (8)
AP: "Club With Bow" Strike +1 (Feats: Mighty)

Saves:
Toughness +6, Fortitude +6, Reflex +6, Will +1

Combat:
Attack +4 (+3 Size, +5 Giant Bow), Damage +7 (+8 Club, +7 Giant Bow), Defense +6 (+5 Size, +6 Dodge), Initiative +7

Abilities: 23 / Skills: 60--15 / Feats: 16 / Powers: 14 / Saves: 1 / Combat: 20 (90)

-Common Na'vi Warriors are downgraded versions of Jake & Neytiri, being much worse in combat (+5 to +8/+9), a little weaker and easier to hurt, and with less Feats overall, but mostly the same fighting style. Well-balanced PL 6s, they're rather epic as Minions go, and so are no pushover. They're still highly vulnerable to automatic weapons-fire, as the movie shows.
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Re: Jab's Builds: Double Dragon, Avatar (Jake Sully & Neytiri)
Postby Jabroniville » Sun Feb 28, 2010 5:30 pm

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MOUNTAIN BANSHEE (Ikran in Na'vi)
PL 8 (60)
ST 28 (+9) DEX 14 (+2) CON 20 (+5) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Intimidate 4 (+2, +10 Size)
Notice 6 (+6)
Survival 6 (+6)

Feats:
Attack Focus (Melee) 5, Environmental Adaptation (Pandora), Fast Overrun, Improved Critical (Bite) 2, Improved Grab, Move-By Action, Power Attack, Rage

Powers:
Flight 4 (Drawbacks: Power Loss- Winged) [7]
Super-Senses 2 (Low-Light Vision, Extended Vision) [2]
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
Protection 4 [4]

Saves:
Toughness +9, Fortitude +7, Reflex +4, Will +1

Combat:
Attack +3 (+8 Melee, +6 Size), Damage +9, Defense +7 (+5 Size), Initiative +2

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: -4 / Skills: 16--4 / Feats: 13 / Powers: 30 / Saves: 5 / Combat: 20 / Drawbacks: -8 (60)

-The Ikran are sacred (well, EVERYTHING is sacred to these Native American stand-ins, but whatever...), being the mounts that most Na'vi must tame at some point in their lives, forming a lifelong spiritual bond. They're gigantic (being Riding Mount-sized for 10-foot humanoids) winged pterosaurs, essentially, so I just modified my Pteranodon build with some added poundage, Protection, etc., making it a fierce PL 7.5 predator. Jake & Neytiri's Minion-level Ikran fit this PL 8 standard, but most tend to be a little lower in level (just reduce Accuracy) to fit the lower-level Na'vi.

Image

GREAT LEONOPTERYX (Toruk)
PL 10 (110)
ST 31 (+10) DEX 12 (+1) CON 24 (+7) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Intimidate 4 (+2, +10 Size)
Notice 6 (+6)
Survival 6 (+6)

Feats:
Attack Focus (Melee) 5, Environmental Adaptation (Pandora), Fast Overrun, Improved Critical (Bite) 2, Improved Grab, Move-By Action, Power Attack, Rage

Powers:
Flight 4 (Drawbacks: Power Loss- Winged) [7]
Super-Senses 2 (Low-Light Vision, Extended Vision) [2]
"Massive Bite" Strike +1 (Feats: Mighty) [2]
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
Protection 4 (Extras: Impervious 7) [11]

Saves:
Toughness +11, Fortitude +9, Reflex +2, Will +4

Combat:
Attack +8 (+13 Melee, +9 Size), Damage +10 (+11 Bite), Defense +11 (+7 Size), Initiative +2

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: 9 / Skills: 16--4 / Feats: 13 / Powers: 47 / Saves: 7 / Combat: 38 / Drawbacks: -8 (110)

-The Toruk is the BMF of the "Avatar" universe, being essentially a super-sized, mega version of a common Ikran. Only a few have ever been tamed, and always by a 'chosen one' who unites all the tribes, so guess what happens? Like I said, almost no trope went unused for this movie, but it uses them all WELL.
Last edited by Jabroniville on Sun Feb 28, 2010 10:05 pm, edited 1 time in total.
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Re: Jab's Builds: Avatar (Jake Sully, Neytiri, Na'vi, Banshees)
Postby luketheduke86 » Sun Feb 28, 2010 9:29 pm

Really nice Avatar builds Jab. I thought it was a really awesome movie, the only problem I had with it was the mineral being called unobtanium :roll:.
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
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Re: Jab's Builds: Avatar (Jake Sully, Neytiri, Na'vi, Banshees)
Postby Jabroniville » Sun Feb 28, 2010 11:28 pm

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DIREHORSE (Pa'li)
PL 6 (42)
ST 26 (+8) DEX 16 (+3) CON 20 (+5) INT 2 (-4) WIS 10 CHA 9 (-1)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 5, Environmental Adaptation (Pandora), Fast Overrun, Improved Overrun

Powers:
Speed 2 [2]
Additional Limbs (2 Extra Legs) [2]
Super-Senses 1 (Low-Light Vision) [1]
"Bioluminescence" Light Control 1 [2]
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
Protection 3 [3]

Saves:
Toughness +8, Fortitude +6, Reflex +4, Will +0

Combat:
Attack +1 (+6 Melee, +4 Size), Damage +8, Defense +6 (+4 Size), Initiative +2

Drawbacks:
Mute [-4]
No Hands [-4]

Abilities: -3 / Skills: 8--2 / Feats: 8 / Powers: 27 / Saves: 2 / Combat: 14 / Drawbacks: -8 (42)

-Direhorses were explicitly designed to look like race cars (that's why their nostrils/breathing holes are up front, like a car's grill). Six-legged Riding Mounts that are essentially horses in every way, they're fast, strong and hard to avoid their Overruns, but lack the sheer lethality of most of Pandora's other monsters.

Image

HAMMERHEAD TITANOTHERE (Angstak)
PL 10 (116)
ST 30 (+10) DEX 8 (-1) CON 24 (+7) INT 2 (-3) WIS 10 CHA 6 (-2)

Skills:
Intimidate 8 (+6, +16 Size)
Notice 4 (+4)
Survival 4 (+5)

Feats:
Attack Focus (Melee) 5, Fast Overrun, Improved Critical (Hammerhead) 2, Improved Overrun, Power Attack, Rage, Withstand Damage

Powers:
Speed 1 [1]
Protection 5 (Extras: Impervious 10) [15]
Additional Limbs 2 (Six Legs) [2]
Super-Senses 1 (Scent) [1]
"Hammerhead" Strike +2 (Feats: Mighty) [3]

Growth 14 (Feats: Innate) (Flaws: Permanent) [29]

Saves:
Toughness +12 (+10 Impervious), Fortitude +9, Reflex +0, Will +2

Combat:
Attack +9 (+14 Melee, +8 Size), Damage +10 (+12 Hammerhead), Defense +8 (+2 Size), Initiative -1

Drawbacks:
No Hands [-4]
Mute [-4]
Poor Vision [-2]

Abilities: 20 / Skills: 16--4 / Feats: 12 / Powers: 51 / Saves: 5 / Combat: 34 / Drawbacks: -10 (116)

-These things are basically like Elephants, but ornerier- they charge anything at a moment's notice, but back down if the opponent doesn't run away and stands their ground. Their ultimate moment comes when "Eywa" hears Jake's plea for aid, and a bunch of the suckers single-handedly turn the tide of the battle, one of them squashing the most commonly-seen soldier (ie. Elite Mook) in his Walker Mech like a bug with a huge charge. Statistically, they're like my Elephant build, plus a whole bunch of mass (they're the size of Elephants... proportionately compared to a ten-foot Na'vi), a harder charge, and ten full ranks of Impervious Toughness. That means that regular automatic fire will bounce off their hide like rain, rendering them one of the most impervious animals around.

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THANATOR (Palulukan)
PL 9 (85)
ST 28 (+9) DEX 16 (+3) CON 22 (+6) INT 2 (-4) WIS 12 (+1) CHA 9 (-1)

Skills:
Intimidate 6 (+5, +13 Size)
Notice 6 (+7)
Stealth 4 (+7, +3 Size)
Survival 4 (+5)

Feats:
Attack Focus (Melee) 3, Endurance, Environmental Adaptation (Winter), Improved Critical (Bite) 2, Improved Overrun, Improved Grab, Improved Pin, Power Attack, Rage, Startle

Powers:
Super-Senses 3 (Low-light Vision, Track, Scent) [3]
Speed 2 [2]
Leaping 1 [1]
"Teeth & Claws" Strike 2 (Feats: Mighty) [3]
Protection 3 [3]
Additional Limbs 2 (Six Legs) [2]

Growth 8 (Feats: Innate) (Flaws: Permanent) [17]

Saves:
Toughness +9, Fortitude +9, Reflex +6, Will +5

Combat:
Attack +6 (+9 Melee, +7 Size), Damage +9 (+11 Claws & Teeth), Defense +9 (+7 Size), Initiative +3

Drawbacks:
No Hands [-4]
Mute [-4]

Abilities: 4 / Skills: 20--5 / Feats: 13 / Powers: 31 / Saves: 10 / Combat: 30 / Drawbacks: -8 (85)

-Thanators are the most hardcore land predators on Pandora (that's been seen so far, anyways), being huge, six-legged cat things that would've beaten Jake pretty bad if he hadn't escaped. It comes back at the end of the film to help out the heroes. Statistically, it's much like my Giant Lion build with some extra bits, as a PL 9 super-killer.
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Re: Jab's Builds: Avatar- Jake, Neytiri, Na'vi, Banshees, Beasts
Postby RhimeFyre » Mon Mar 01, 2010 9:47 am

Oh good. Avatar builds. :roll:

(Not a fan. Lol.)
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RhimeFyre wrote:
Oh good. Avatar builds. :roll:

(Not a fan. Lol.)


Oh good. Avatar builds! :D

(BIG fan! :P )
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Re: Jab's Builds: Avatar- Jake, Neytiri, Na'vi, Banshees, Beasts
Postby Nareik123 » Mon Mar 01, 2010 1:45 pm

Avatar builds? Ah, sweet!

I liked Avatar as a film and I enjoyed it immensely. Although I would prefer for the humans to have won the last battle (I'm not trying to be racist, not encouraging racial genocide, but when it comes to aliens battling it out with humans, I'm usually on the humans side) but still, I enjoyed it.

Is it possible if you can shy away from the Na'vi and shed some light on the humans?

Oh, and by the way, Quaritch would be too hardcore for Catachan.
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Re: Jab's Builds: Avatar- Jake, Neytiri, Na'vi, Banshees, Beasts
Postby Jabroniville » Mon Mar 01, 2010 4:58 pm

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Rambo. The T-800. Snake Plissken. Wolverine. All pussies.

COLONEL MILES QUARITCH
PL 10 (130)
ST 16 (+3) DEX 14 (+2) CON 20 (+5) INT 14 (+2) WIS 14 (+2) CHA 16 (+3)

Skills:
Bluff 2 (+5)
Disable Device 2 (+4)
Drive 4 (+6)
Gather Information 2 (+5)
Intimidate 5 (+8)
Knowledge (Tactics) 8 (+10)
Knowledge (Technology) 4 (+6)
Notice 4 (+6)
Pilot 7 (+9)
Profession (Soldier) 8 (+10)
Sense Motive 2 (+4)
Survival 4 (+6)

Feats:
Accurate Attack, All-Out Attack, Benefit (Colonel), Crushing Pin, Diehard, Dodge Focus 2, Equipment 12 (Walker Mech, Personal Weapons), Improved Aim, Improved Critical (Mech-Knife), Improved Grab, Improved Grapple, Last Stand, Minions 17 (Soldiers), Power Attack

Equipment:
"Walker Mech"
Mecha 12 (Large Size)
Ability Scores: Strength 30, Dex 10 (Handling Modifier stays at -1)
Base Systems: Environmental Seal (1), Precise Handling (1), Protection (Impervious) 8 (16) (18 MP)
Complementary Systems: Improved Limb Control (1), Base Comms: Radio 4 (4) (1 MP)
Drawbacks: Damage Feedback (Disabled 1), Exposed Cockpit (2) (-3 MP)

"Automatic Rifle" Device 5 (easy to lose) (15 MP)
Blast 8 (Extras: Autofire) (25)
AP: "Giant Knife" Strike +1 (Feats: Mighty)
(58 Mecha Points)

Saves:
Toughness +5 (+10 Mech), Fortitude +6, Reflex +5, Will +6

Combat:
Attack +10 (+9 Mech), Damage +3 (+8 Guns, +10 Mech, +11 Knife), Defense +6 (+8 Dodge, +7 Mech), Initiative +2

Complications:
Responsibility (His Men)

Abilities: 34 / Skills: 52--13 / Feats: 42 / Powers: 0 / Saves: 8 / Combat: 32 (130)

-Miles Quaritch is essentially the "Final Boss" of Avatar, being a father to his men, and a hardcore warrior-type all-around. Initially more of a positive character, he was friendly to Jake and wanted to save his men's lives, but had a dark side- his utter loathing for the Na'vi race made him a horrific adversary, especially when he forced the weak-willed corporate losers into allowing his operations against the tribe and their sacred grounds. By the end of the movie, he was basically a knee-jerk super-villain, hunting down Na'vi and exterminating them with impunity, but looked like a bad-ass the entire time.

-Quaritch is an odd final villain- he's much more dangerous in his Mech than any Na'vi (even Jake and Neytiri), being hard to hurt, very skilled, and having a few lethal weapons at his disposal (The Walkers have Automatic Rifles and big-ass knives). But as the suit wears down, he ends up stuck out in the open (the Drawbacks on his Mech). So it's a good thing he's still a lethal bad-ass without it- ignoring his arm being on fire till it's convenient to put it out, having huge scars on the side of his head, and an overall bad attitude. I decided to make use of the Mecha building rules in "Mecha & Manga", but this one's pretty simple, hardly needing any of the add-ons. It's just a simple Large piece of Equipment, reducing costs heavily. He's also got a ton of Minion points spent for his soldiers (and could concievably have a huge Equip score for all the ships he's in control of, but I'll ignore that bit, as he doesn't quite own them). Altogether, he's a PL 9.5 fighter, a fair notch above Jake by himself, and tough enough to bring down a Thanator one-on-one.
Last edited by Jabroniville on Thu Mar 04, 2010 12:08 am, edited 4 times in total.
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Re: Jab's Builds: Avatar- Jake, Neytiri, Na'vi, Banshees, Beasts
Postby marcoasalazarm » Mon Mar 01, 2010 5:15 pm

Jabroniville wrote:
Rambo. The T-800. Jake Plissken. Wolverine. All pussies.


I think at least one of them would take it rather bad that you said that.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby Kreuzritter » Mon Mar 01, 2010 5:37 pm

considering quaritch subscribes to the credo "Air Is For Cowards", i don't think those named would mind

especially not snake plisskin, whom you did not name in favour of his considerably lamer lookalike, jake plisskin
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby Arthur Eld » Mon Mar 01, 2010 5:46 pm

A few things about Quartich's mech.

Firstly, what's it DEX score, and thus, handling modifier?

Also, why didn't you buy the weapons as part of the mech's systems? Would have been cheaper that way (would've come to 15 mecha points)
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Re: Jab's Builds: Avatar- Jake, Neytiri, Na'vi, Banshees, Beasts
Postby RhimeFyre » Mon Mar 01, 2010 6:08 pm

Nareik123 wrote:
Avatar builds? Ah, sweet!

I liked Avatar as a film and I enjoyed it immensely. Although I would prefer for the humans to have won the last battle (I'm not trying to be racist, not encouraging racial genocide, but when it comes to aliens battling it out with humans, I'm usually on the humans side) but still, I enjoyed it.

Is it possible if you can shy away from the Na'vi and shed some light on the humans?

Oh, and by the way, Quaritch would be too hardcore for Catachan.

That was my whole issue with it. Far too anvilicious and preachy and heavy-handed with its Green Aesop crap. Ehhh. No thanks.
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby Jabroniville » Mon Mar 01, 2010 6:09 pm

A few things about Quartich's mech.

Firstly, what's it DEX score, and thus, handling modifier?

Also, why didn't you buy the weapons as part of the mech's systems? Would have been cheaper that way (would've come to 15 mecha points)


They're hand-held weapons, and thus are bought as standard Equipment, not Mounted stuff (which I think comes to the same cost- they're bought as Base Systems, I believe).

Do Mechs have Dex scores? I assumed because it was Large, it was a -1 to Handling (I think the chart says that), essentially like it's a device with 4 ranks of Growth on it. I'll have to re-read the Mech rules to see, though.
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Re: Jab's Builds: Avatar- Jake, Neytiri, Na'vi, Banshees, Beasts
Postby ScourgeXLVII » Mon Mar 01, 2010 6:25 pm

RhimeFyre wrote:
Nareik123 wrote:
Avatar builds? Ah, sweet!

I liked Avatar as a film and I enjoyed it immensely. Although I would prefer for the humans to have won the last battle (I'm not trying to be racist, not encouraging racial genocide, but when it comes to aliens battling it out with humans, I'm usually on the humans side) but still, I enjoyed it.

Is it possible if you can shy away from the Na'vi and shed some light on the humans?

Oh, and by the way, Quaritch would be too hardcore for Catachan.

That was my whole issue with it. Far too anvilicious and preachy and heavy-handed with its Green Aesop crap. Ehhh. No thanks.

Yeah, me to... Even though I agreed with some of the points being made, and agree with the sentiment, I don't want my movie preached at me. Also, I couldn't give a crap about the visuals. In like... 4-5 years, every movie will be filmed like this (see the Matrix for proof on this. It was visual gold when it first came out, and now, it's hard to find an action movie not influenced by it one way or another. Like the Matrix, Avatar may be the best visuals of movies for a while, but I'm holding out to praise a movie for both plot and visuals)
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Re: Jab's Builds: Avatar- Jake, Neytiri, Na'vi, Banshees, Beasts
Postby RhimeFyre » Mon Mar 01, 2010 9:42 pm

ScourgeXLVII wrote:
I don't want my movie preached at me. Also, I couldn't give a crap about the visuals. In like... 4-5 years, every movie will be filmed like this (see the Matrix for proof on this. It was visual gold when it first came out, and now, it's hard to find an action movie not influenced by it one way or another. Like the Matrix, Avatar may be the best visuals of movies for a while, but I'm holding out to praise a movie for both plot and visuals)

Exactly.
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby Arthur Eld » Mon Mar 01, 2010 10:22 pm

Jabroniville wrote:
A few things about Quartich's mech.

Firstly, what's it DEX score, and thus, handling modifier?

Also, why didn't you buy the weapons as part of the mech's systems? Would have been cheaper that way (would've come to 15 mecha points)


They're hand-held weapons, and thus are bought as standard Equipment, not Mounted stuff (which I think comes to the same cost- they're bought as Base Systems, I believe).

Do Mechs have Dex scores? I assumed because it was Large, it was a -1 to Handling (I think the chart says that), essentially like it's a device with 4 ranks of Growth on it. I'll have to re-read the Mech rules to see, though.


Hand-held weapon systems for a Mech are bought with its points, and cost as much as Easy to Lose devices (3 for 5). Mounted weapons have no discount.

A Mech's Dexterity reduces its Handling Penalty to +0, never more than that. So for a Large Mecha, you can pay 2 points to get rid of the Handling Penalty. Not sure if that's really applicable for the Avatar walkers (they seemed spry enough, but maybe the pilots were just good enough) but it needs to be listed either way.
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby FuzzyBoots » Mon Mar 01, 2010 10:44 pm

Arthur Eld wrote:
Hand-held weapon systems for a Mech are bought with its points, and cost as much as Easy to Lose devices (3 for 5). Mounted weapons have no discount.

Actually, my impression is that the Mounted weapons are Hard-to-Lose devices which require an addition mecha point for each mount. Something like a chest-beam would be bought as a straight-up Blast.

^_^ I was doing coding for Mecha and Manga for HeroLab and the mecha costs didn't come out quite right, so I had to do a fair bit of reading around on it. The one other thing I missed is that MeMa also introduced additional rules on Tech Levels that may result in even lower costs for things like only having a regular sword instead of an energy beam sword in the 25th century. Personally, I think that it's more likely that they just messed up the costs, but the argument was made.

To not get too off-topic, nice Avatar builds. :)
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby Jabroniville » Tue Mar 02, 2010 12:34 pm

Arthur Eld wrote:

Hand-held weapon systems for a Mech are bought with its points, and cost as much as Easy to Lose devices (3 for 5). Mounted weapons have no discount.

A Mech's Dexterity reduces its Handling Penalty to +0, never more than that. So for a Large Mecha, you can pay 2 points to get rid of the Handling Penalty. Not sure if that's really applicable for the Avatar walkers (they seemed spry enough, but maybe the pilots were just good enough) but it needs to be listed either way.


OK, I think I get it- hand-held weapons are Devices from the MECH's perspective, not the character's, so you pay 3 MP for 5 of them.

And I just left his Dex modifier blank since I wanted that -1 Handling penalty to still exist. Didn't realize that you had to include it anyways.
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby Jabroniville » Tue Mar 02, 2010 12:43 pm

So I fixed of Quaritch, hopefully getting it right this time (the rules/examples for Mech creation are rather... epic in scope and it's easy to leave stuff out or misread it). My personal opinion of Avatar that it was just a kick-ass story using all the old story tropes, and the moral was kind of a 'Some anvils need to be dropped' kind of thing, regarding humans (or specifically their corporations- always a threat in a Cameronverse) as this evil arseholes that seek to gain things no matter the cost to the planet in the long run. It was heavy-handed kind of because it needed to be, and even most of the bad guys either had their good points, or a fairly understandable reason for their actions.

So with the "Avatar" builds out of the way, it's time for my next set... Mega Man & the Robot Masters! Ideally, I want to post a template for all the villains from Mega Man 1-9 (no X, yet), which only barely shifts from guy to guy (for the most part), plus Mega Man himself. The builds I've done so far show it's a pretty quick, easy process, so it's not quite the huge process you'd think doing 75 builds would be. I'll post a couple Robots per post, just to keep my Links down to a reasonable number :).
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Re: Jab's Builds: Avatar- Na'vi, Banshees, Beasts, Col. Quaritch
Postby Arthur Eld » Tue Mar 02, 2010 1:07 pm

Actually, with a DEX of 8, the handling modifier would be -2. Handling Modifiers are a result of a mech's size (and are pretty much similar to a character with changes in its size) and the default DEX is always 10. Dropping it to 8 will give you 2 points back, though, so maybe that's what you were going for.

Mech are a pain, no doubt. Partly cause there are a lot of rules, and cause they're relatively new.
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Benton Fraser (2e)

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CONSTABLE BENTON FRASER, R.C.M.P.
PL 10 (187)
ST 16 (+3) DEX 16 (+3) CON 18 (+4) INT 18 (+4) WIS 20 (+5) CHA 18 (+3)

Skills:
Acrobatics 12 (+15)
Bluff 8 (+11)
Climb 8 (+11)
Concentration 10 (+15)
Craft (Artistic) 5 (+9)
Disguise 6 (+9)
Escape Artist 6 (+9)
Gather Information 6 (+9)
Handle Animal 12 (+15)
Investigate 10 (+14)
Knowledge (Behavioral Sciences) 6 (+10)
Language (Inuit, Sign Language, Chinese, French) 4
Notice 6 (+11)
Perform (Guitar) 7 (+10)
Profession (Mountie) 10 (+15)
Ride 6 (+9)
Search 8 (+12)
Sense Motive 8 (+13)
Stealth 5 (+8)
Survival 10 (+15)
Swim 6 (+9)

Feats:
Animal Empathy, Attractive 3, Beginner's Luck, Blind-Fight, Defensive Attack, Defensive Roll, Eidetic Memory, Endurance 2, Environmental Adaptation (Arctic), Favored Environment (Arctic), Fearless, Improved Aim, Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improvised Tools, Inspire, Interpose, Jack-of-All-Trades, Luck 3, Master Plan, Precise Shot, Second Chance, Sidekick 6, Skill Mastery (Survival, Ride, Escape Artist, Climb, Notice), Teamwork, Track, Trance, Ultimate Effort (Aim), Ultimate Effort (Survival), Well Informed

Saves:
Toughness +4, Fortitude +9, Reflex +8, Will +10

Combat:
Attack +10 , Damage +3, Defense +10, Initiative +3

Complications:
Responsibility (Royal Canadian Mounted Police)
Responsibility (Courteousy)
Obsession (Victoria Metcalf)
Responsibility (Attracted to his superior, Lt. Thatcher)

Abilities: 46 / Skills: 164--41/ Feats: 45 / Saves: 15 /Combat: 40 (187)

--------------------
Sidekick (Diefenbaker)
PL 5 (---)
ST 15 (+2) DEX 15 (+2) CON 15 (+2) INT 5 (-3) WIS 15 (+2) CHA 8 (-1)

Skills:
Climb 4 (+6)
Intimidate 4 (+3)
Notice 7 (+9)
Survival 3 (+5)
Swim 2 (+3)

Feats:
Improved Disarm

Powers:
Super-Senses 3 (Scent, Track, Ultra-Hearing) [3]

Saves:
Toughness +1, Fortitude +5, Reflex +6, Will +5

Combat:
Attack +5, Damage +2, Defense +4, Initiative +2

Complications:
Responsibility (Benton Fraser)

Drawbacks:
Mute & Deaf [-8]
No Hands [-4]
Abilities: 13 / Skills: 20--5/ Feats: 1/ Powers: 3 / Saves: 10 /Combat: 18 /Drawbacks: -12 (30)


The main character of the long-running (for a Canadian show) Due South, in which the Mountie moves to Chicago and solves crimes in the big city, thanks to a ridiculously huge array of Batman-like skills, know-how, and incredible feats of daring-do. His stats are alot higher than most 'normal' detectives, but the man is no normal detective.


CONSTABLE BENTON FRASER, Royal Canadian Mounted Police
Played by: Paul Gross
PL 6 (130)
ST 14 (+2) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 18 (+4) CHA 18 (+4)

Skills:
Acrobatics 2 (+5)
Climb 8 (+10)
Concentration 6 (+10)
Craft (Artistic) 4 (+6)
Diplomacy 2 (+6)
Disable Device 4 (+6)
Disguise 2 (+6)
Escape Artist 2 (+5)
Gather Information 2 (+6)
Handle Animal 6 (+10)
Investigate 6 (+10)
Knowledge (Behavioral Sciences) 4 (+6)
Knowledge (Current Events) 4 (+6)
Knowledge (History) 5 (+7)
Knowledge (Theology & Philosophy) 5 (+7)
Language (English, Inuit Languages, Chinese, French, Sign Language) 3
Medicine 2 (+6)
Notice 8 (+12)
Perform (Guitar) 4 (+8)
Perform (Singing) 4 (+8)
Profession (Mountie) 9 (+11)
Ride 5 (+8)
Search 6 (+10)
Sense Motive 5 (+9)
Stealth 2 (+5)
Survival 10 (+14)

Feats:
Accurate Attack, Attack Focus (Ranged) 2, Attractive, Beginner's Luck, Blind-FIght, Defensive Attack, Dodge Focus 2, Eidetic Memory, Endurance, Grappling Block, Improved Aim, Improved Grab, Jack-of-All-Trades, Lionheart, Luck, Power Attack, Set-Up, Sidekick 9 (Diefenbaker), Skill Mastery (Diplomacy, Profession, Search, Survival), Teamwork, Track, Ultimate Survival Skill

Saves:
Toughness +3, Fortitude +6, Reflex +6, Will +6

Combat:
Attack +6 (+8 Ranged), Damage +2, Defense +6 (+8 Dodge), Initiative +3

Complications:
Responsibility (The R.C.M.P.)
Responsibility (Ray Vecchio & Stanley Kowalski, Partners)
Responsibility (Diefenbaker, Dog)
Responsibility (Father's Memory... Plus His Ghost)
Obsession (Victoria Metcalf, Bankrobber)
Responsibility (Crush on Inspector Thatcher)

Abilities: 36 / Skills: 120--30 / Feats: 33 / Powers: 0 / Saves: 8 / Combat: 24 (130)

DIEFENBAKER
PL 5 (45), Sidekick Rank 9
ST 13 (+1) DEX 14 (+2) CON 16 (+3) INT 2 (-4) WIS 14 (+2) CHA 6 (-2)

Skills:
Climb 4 (+5)
Escape Artist 2 (+4)
Intimidate 6 (+4)
Notice 6 (+8)
Sense Motive 2 (+4)
Survival 4 (+6)

Feats:
Attack Focus (Melee) 4, Endurance, Improved Grab, Improved Trip, Set-Up, Teamwork

Powers:
Super-Senses 4 (Low-light Vision, Track, Scent) [4]
Speed 1 [1]
"Bite" Strike 1 (Feats: Mighty) [2]

Features 2: Lip-Reading (Can Understand People if Looking At Them) [2]

Saves:
Toughness +3, Fortitude +5, Reflex +5, Will +5

Combat:
Attack +4 (+8 Melee), Damage +1 (+2 Bite), Defense +7, Initiative +2

Drawbacks:
No Hands [-4]
Mute [-4]
Deaf [-4]

Abilities: 5 / Skills: 24--6 / Feats: 9 / Powers: 8 / Saves: 7 / Combat: 22 / Drawbacks: -12 (45)

-Just wanted to do a re-build of a character from one of my favourite shows ever. "Due South" is a fantastic Canadian production that depicts RCMP member Benton Fraser, who travels to Chicago in search of his father's killer, and for reasons too complex to go into right now, chooses to stay, acting as a liaison to the Canadian Consulate. He partners up with a hard-nosed, rude American cop named Ray Vecchio, and they engage in a ton of "mystery of the week" shenanigans, from Used-Car Lot trickery, to murder raps gone cold, do the Mob. It's a "Buddy Cop" show, using Fraser as an ultra-polite contrast to his bitter partner, as he never swears, takes his hat off around the ladies (who love him, naturally), and even treats criminals with a bizarre level of courtesy and familiarity. This of course drives them nuts.

-The show had so many unique aspects to it. It never took itself too seriously (one famous episode has Leslie Nielson as his dead father's old partner, a trainload of singing mounties, and a cavalry charge made up of mounties on ATVs), featured Fraser's father's Ghost following Benny around, commenting on the current case or just blabbing on about stuff, some recurring foes, etc. Brilliant writing, and a great mix of comraderie and anger between the two opposite-type leading men.

-Fraser is one heck of a costly PL 6 detective, and for good reason. In-show, he's basically as good as Batman. He's pretty much what Batman would be if he were an ultra-nice dork with a deaf, lip-reading Husky/Wolf Cross as a pet instead of a nubile young boy. He's smart, remembers EVERYTHING (he once correctly asserted a computer's password because he'd heard the sounds a woman made on the keyboard from afar and figured out which keys made those sounds), has absurd tracking abilities (he's found out where criminals were hiding by licking the dirt they left on the ground- though he once accidentally followed another dog's pee trail instead of Diefenbaker's-- and yes, he CORRECTLY GUESSED THE SPECIES of the dog upon recognizing his mistake), and is overall a super-Skillmonkey who can't be stopped.


SAILOR STAR HEALER (Kou Yaten)
Dub Name:
N/A
Name Translation: Night Sky Light
Role: The Angry One
Main Uniform Colour: Dark Blue
Hair Colour: Silver/White
PL 10 (145)
STRENGTH
1/3 STAMINA 2/4 AGILITY 2/5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 4 (+6, +9)
Athletics 4 (+5, +7)
Close Combat (Unarmed) 2 (+10)
Deception 4 (+6, +8 Attractive)
Expertise (Pop Culture) 6 (+7)
Expertise (Singing) 8 (+10)
Insight 5 (+6)
Intimidation 4 (+6)
Investigation 4 (+5)
Perception 4 (+5)
Persuasion 2 (+4, +6 Attractive)
Ranged Combat (Sailor Attacks) 3 (+10)
Stealth 2 (+4, +7)

Advantages:
All-Out Attack, Attractive, Defensive Attack, Defensive Roll, Daze (Singing), Evasion, Improved Aim, Improved Initiative, Ranged Attack 7, Set-Up, Teamwork

Powers:
"Sailor Physical Upgrades"
Enhanced Strength 2 [4]
Enhanced Agility 3 [6]
Enhanced Stamina 2 [4]
Leaping 2 (30 feet) [2]

"Star Sensitive Inferno!" Blast 10 (Feats: Improved Critical 2, Penetrating 8) (30) -- [33]
AE: "Star Healer Beam!" Damage 10 (Extras: Area- 30ft. Line) (20)
AE: "Star Healer Tornado!" Blast 10 (Extras: Area- 30ft. Burst) (30)
AE: "Star Healer Worm!" Damage 10 (Extras: Area- 30ft. Shapeable) (20)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Senshi Unarmed +10 (+3 Damage, DC 18)
Star Sensitive Inferno +10 (+10 Ranged Damage, DC 25)
Star Attacks +10 Area (+10 Damage, DC 25)
Initiative +2 (+5 Senshi)

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +7

Complications (Early):
Power Loss (All Powers)- Sailor Senshi must be able to gesture and speak freely to use their powers. If they are Bound or Snared, they cannot use their attacks easily.
Normal Identity (Kou Yaten, Without Power Stick)
Relationship (Sailor Starlights)- The Starlights are extremely protective of one another.
Secret (Identity)- The Senshi must not reveal their identities to the world at large, nor their villains.
Enemy (Sailor Galaxia)
Motivation (Finding Princess Kakyuu)
Responsibility (Brat)- Kou Yaten is cynical and pouty, often raging against humanity, and insulting other people.

Total: Abilities: 34 / Skills: 52--26 / Advantages: 17 / Powers: 49 / Defenses: 19 (145)

-The Sailor Starlights came in late, during "Sailor Stars", and are very typical of a final season: Randomly-inserted characters meant to shake up or tempt the love of the main characters, as well as to give the female viewers someone to look at. However, there's bizarre stuff all over the place- the Starlights are WOMEN, but disguise themselves as MEN while they're on Earth (something that will likely prevent "Stars" from ever coming over here, except for later-hours anime... unlikely, given the age of this show by now). Gender-bending isn't exactly my cup of tea, and most of these characters seem rather unlikeable, so you won't count me among those heartbroken over "Sailor Stars" never hitting North America. The show had been steadily faltering for years anyways, so no big loss.
-Kou Yaten is kind of the "Brat" of the team, being angry, cynical, pointed, and hating humanity. He's short, scrawny, doesn't like sports, and hides from everybody else. So your typical male sex symbol :). As Sailor Star Healer, she's obsessed about the mission, but little else. Statistically, she's less expensive than the Core or Outer Senshi because of a lack of focus (but at around the same combat ability), and I added in three random named attacks from some Word of God "Series Bibles" by Naoko Takeuchi- none of these attacks were seen in manga OR anime, so I just made up what they did.

SAILOR STAR FIGHTER (Kou Seiya)
Dub Name:
N/A
Name Translation: Star Field Light
Role: The Leader, The Romantic Chaser (For Usagi)
Main Uniform Colour: Dark Blue
Hair Colour: Black
PL 10 (150)
STRENGTH
1/3 STAMINA 2/5 AGILITY 2/5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 5

Skills:
Acrobatics 4 (+6, +9)
Athletics 4 (+5, +8)
Close Combat (Unarmed) 3 (+11)
Deception 2 (+7, +9 Attractive)
Expertise (Pop Culture) 5 (+6)
Expertise (Singing) 7 (+12)
Insight 3 (+4)
Intimidation 2 (+7)
Investigation 6 (+7)
Perception 3 (+4)
Persuasion 2 (+4, +6 Attractive)
Ranged Combat (Sailor Attacks) 3 (+10)
Stealth 2 (+4, +7)

Advantages:
Accurate Attack, All-Out Attack, Attractive, Defensive Attack, Daze (Singing), Evasion, Improved Aim, Ranged Attack 7, Power Attack, Set-Up, Teamwork

Powers:
"Sailor Physical Upgrades"
Enhanced Strength 2 [4]
Enhanced Agility 3 [6]
Enhanced Stamina 3 [6]
Leaping 2 (30 feet) [2]

"Star Serious Laser Blasts!" Blast 10 (Feats: Improved Critical 2) (Extras: Multiattack) (32) -- [33]
AE: "Star Serious Laser!" Damage 10 (Feats: Penetrating 8) (Extras: Area- 30ft. Line) (28)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Senshi Unarmed +10 (+3 Damage, DC 18)
Star Serious Laser +10 (+10 Ranged Damage, DC 25)
Star Serious Laser +10 Area (+10 Damage, DC 25)
Initiative +2 (+5 Senshi)

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +7

Complications (Early):
Power Loss (All Powers)- Sailor Senshi must be able to gesture and speak freely to use their powers. If they are Bound or Snared, they cannot use their attacks easily.
Normal Identity (Kou Seiya, Without Power Stick)
Relationship (Sailor Starlights)- The Starlights are extremely protective of one another.
Secret (Identity)- The Senshi must not reveal their identities to the world at large, nor their villains.
Enemy (Sailor Galaxia)
Motivation (Finding Princess Kakyuu)
Relationship (Usagi)- Seiya has a thing for the young Sailor Moon, and frequently chases her, in spite of her claims that her "Mamo-Chan" is her one and only.

Total: Abilities: 40 / Skills: 46--23 / Advantages: 17 / Powers: 51 / Defenses: 19 (150)

-Kou Seiya led the Starlights, and was a potential love interest for Usagi (who was moping over Mamoru leaving for college and not writing back- BECAUSE HE WAS DEAD, you see). He flirted, played games, and tried for her heart, but it just never happened, and he seemed cool with it... I'm sorry, I'm just not into any of these characters. Just not in the target audience, I guess. All his other attacks are basically "Kick, Punch and Uppercut", so he doesn't really get different stats for them, making him a bit less versatile than his partners. He's the most charismatic and talented of the gang, however.

SAILOR STAR MAKER (Kou Taiki)
Dub Name:
N/A
Name Translation: Atmospheric Light
Role: The Smart Guy
Main Uniform Colour: Dark Blue
Hair Colour: Brown
PL 10 (152)
STRENGTH
1/4 STAMINA 2/5 AGILITY 2/4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+6, +8)
Athletics 3 (+4, +7)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+6, +8 Attractive)
Expertise (Pop Culture) 3 (+8)
Expertise (Singing) 7 (+10)
Expertise (Science) 2 (+7)
Insight 5 (+8)
Intimidation 2 (+5)
Investigation 4 (+7)
Perception 3 (+6)
Persuasion 3 (+6, +8 Attractive)
Ranged Combat (Sailor Attacks) 3 (+10)
Stealth 3 (+5, +7)
Technology 3 (+8)

Advantages:
Attractive, Ranged Attack 7, Set-Up, Teamwork

Powers:
"Sailor Physical Upgrades"
Enhanced Strength 3 [6]
Enhanced Agility 2 [4]
Enhanced Stamina 3 [6]
Leaping 2 (30 feet) [2]

(I swear to God I am not making this move name up)
"Star Gentle Uterus!" Blast 10 (Feats: Improved Critical 2) (Extras: Multiattack) (32) -- [35]
AE: "Star Maker Relaxation!" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (30)
AE: "Star Maker Strike!" Blast 10 (Feats: Improved Critical 2, Penetrating 8) (30)
AE: "Star Maker Music Box!" Dazzle Auditory 10 (Extras: Area-Burst) (Flaws: Touch Range) (20)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Senshi Unarmed +10 (+3 Damage, DC 18)
Star Gentle Uterus +10 (+10 Ranged Damage, DC 25)
Star Relaxation +10 (+10 Ranged Affliction, DC 20)
Star Maker Music Box +10 Area (+10 Affliction, DC 20)
Initiative +2 (+4 Senshi)

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +7

Complications (Early):
Power Loss (All Powers)- Sailor Senshi must be able to gesture and speak freely to use their powers. If they are Bound or Snared, they cannot use their attacks easily.
Normal Identity (Kou Taiki, Without Power Stick)
Relationship (Sailor Starlights)- The Starlights are extremely protective of one another.
Secret (Identity)- The Senshi must not reveal their identities to the world at large, nor their villains.
Enemy (Sailor Galaxia)
Motivation (Finding Princess Kakyuu)

Total: Abilities: 48 / Skills: 50--25 / Advantages: 10 / Powers: 53 / Defenses: 16 (152)

-Kou Taiki was the most likeable, but still distant, member of the Starlights. A really tall, elongated figure that was also a super-genius, Taiki was sort of a love interest for Sailor Mercury, but it never went anywhere. He was the most prone to allowing Sailor Moon to "heal" enemies (the other Starlights preferred to just kill them). And no, I have NO IDEA what they were thinking when they came up with THAT for an attack name? "Star Gentle Uterus"? What's next? "Star Happy Fallopian Tubes"? "Star Smiling Gonads"? In any case, she's fairly varied in combat, having a Dazzle AND a Stun (again, from totally unknown move names that I'm merely extrapolating on). Star Maker is the same price as Star Healer just barely, being more charismatic, smarter, more Skilled, as well as having the same costing powers, so she's actually a PL 10 (150) type like the other Senshi.

SAILOR GALAXIA
Dub Name:
N/A
Name Translation: N/A
Role: The Big Bad of Big Bads, Greedy Psycho-Bitch
Main Uniform Colour: Gold
Hair Colour: Gold
PL 16 (402)
STRENGTH
5 STAMINA 10 AGILITY 5
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Acrobatics 3 (+8)
Athletics 5 (+10)
Deception 8 (+13)
Expertise (Universal Warrior) 13 (+18)
Insight 5 (+10)
Intimidation 10 (+15)
Perception 8 (+13)
Persuasion 5 (+10)
Ranged Combat (Sailor Attacks) 5 (+14)
Stealth 2 (+7)

Advantages:
All-Out Attack, Assessment, Chokehold, Daze (Intimidation), Diehard, Evasion, Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Great Endurance, Improved Initiative, Power Attack, Rnaged Attack 9, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal Warrior"
Immunity 11 (Life Support, Aging) [11]
Movement 2 (Space Travel 2) [4]
Flight 12 (8,000 mph) [24]

"Galactica Super String" Damage 15 (Feats: Penetrating 10) (Extras: Area- 500ft. Burst +5) (100) -- [102]
AE: "Galactica Inflation" Damage 16 (Feats: Penetrating 10, Improved Critical 2) (28)
AE: "Golden Whip" Blast 14 (Feats: Split, Improved Critical 2) (28)

"Galactica Bracelets" (Flaws: Removable) [96]
"Remove Star Seed" Blast 18 (Feats: Penetrating 12, Improved Critical 4, Range 1) Linked to Weaken Abilities 16 (Feats: Range 1, Incurable) (Extras: Broad, Simultaneous, Ranged) (119 points)

"Galaxia Sword" (Flaws: Easily Removable) [16]
Strength-Damage +10 (Feats: Improved Critical 4, Penetrating 12) (26 points)

Offense:
Unarmed +12 (+5 Damage, DC 20)
Galactica Super String +15 Area (+15 Damage, DC 30)
Galactica Inflation +10 (+16 Damage, DC 31)
Golden Whip +14 (+14 Ranged Damage, DC 29)
Galactica Bracelets +14 (+18 Ranged Damage & +16 Weaken, DC 33 & 26)
Galaxia Sword +12 (+15 Damage, DC 30)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +12, Will +13

Complications (Early):
Motivation (Power)- Sailor Galaxia wants all the Star Seeds in all the world, and will stop at nothing to get them.
Responsibility (Infused With Chaos)- Formerly good, now Sailor Galaxia is a creature of evil thanks to having Chaos within her.

Total: Abilities: 78 / Skills: 64--32 / Advantages: 24 / Powers: 263 / Defenses: 17 (404)

-Sailor Galaxia is the final, true, ultra Big Bad of "Sailor Moon". Her story's a little confusing, as apparently she was an old Sailor Senshi who was REALLY super-tough, and flew around the galaxy doing junk, but got afflicted by Chaos and turned evil, and ended up trying to take everyone's Star Seeds (I think human bodies are pretty *@#$ing crowded in the Mooniverse, what with Dream Mirrors, Star Seeds & Heart Crystals all inhabiting their torsos) to gain more power. She's kind of an evil psychopath, murdered Tuxedo Mask in the early part of "Sailor Stars", then wiped out the Inner Senshi, THEN killed Sailors Uranus & Neptune (who killed Sailors Saturn & Pluto to "gain favour" with Galaxia in order to betray her... it didn't work. Nice going, idiots). Sailor Moon ended up doing one of those "turn them good" endings, by hitting some kind of Limit Break Nude Winged Form, purifying Sailor Galaxia, and making everything right in the end.
-Here's the best I can do with the information provided (I've never seen "Sailor Stars")- she's super-powerful, with varied attacks at different PLs. I figure she's stronger & tougher than the typical Sailor, and possesses a DEVASTATING Bracelet Attack by removing Star Seeds (a One Hit Kill in the manga & anime- best-statted as a Blast so high-level that no Sailor Senshi could take it- they're +6 Toughness MAX, and certainly can't eat the Weaken Ability Linked attack either). This final attack makes her PL 16, but she can also hit in melee at PL 13 or 13.5 (with that Sword), Ranged at PL 14, and has a PL 15 Area Burst. So don't @#$! with Sailor Galaxia.
-She can also blow up planets in the Manga, but then, I'm pretty sure half the Senshi had that power at some point, so I'll leave it un-statted.
Last edited by Jabroniville on Mon Jun 08, 2020 2:44 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Video Games 1

Post by Jabroniville »

VIDEO GAME BUILDS:

-Hah, not TOO ambitious a project, right? In any case, I couldn't begin to briefly explain the history of video games, especially as I wasn't around for so much of it, but here goes:

The Early Days:
-Pong kind of set off a huge storm of the things, with video games rapidly attaining cultural obsession. Stuff like Pac-Man, Frogger, Q*bert and others were mainstream hits, with video game systems being big business. Hilariously, even super-primitive arcade games of the '80s were too advanced for the Atari, ColecoVision and others, and so "Arcade Perfect" was an impossibility back then (witness the versions of old games featuring a SQUARE Pac-Man!). They were a huge fad in America, and even Japanese game companies got involved. Games were simple enough that a SINGLE PERSON could create an entire one from the ground up- a huge contrast to today, in which game developers are head-hunting SOUND ENGINEERS from each other. Unfortunately, things bottomed out HARD with the "Great Video Game Crash of 1985", a cultural event that saw numerous disasters.

You're better off reading summations from TV Tropes or Wikipedia, but basically a huge collection of things happened at once. Bootleg games were easily-made, and so the market was flooded with mediocre-to-awful games that wouldn't pass ANY kind of standards, and so the well was poisoned because "most video games suck", and so much variety meant that each individual game made less money (a similar thing happened to pen & paper RPGs with the "Open Gaming License" resulting in hundreds of simple RPGs being released... meaning that each book series would sell less, as the fans were more spread out). Awful pornographic games were made, too (look up Custer's Revenge if you've got the stomach for it). And then they went and released E.T., a video game so bad that it became the symbol for the fad dying out- there is an actual, literal hole in the desert where unsold & returned games were dumped. The game is so bad that even JOKE-PLAYING it isn't done- the fact that it was highly-touted and based off of the most-successful property basically ever was just icing on the cake. And the fad was slowly dying anyawys- most fads die out after a few years.

The Resurgence & The Console Wars:
-While the American gaming market died out, it was still going strong in Japan. Nintendo (a company originally founded to make playing cards in the late 1800s) made their "Famicom", and instituted several policies. The famous Nintendo Entertainment System (NES) was released in America to a suspicious market, still stinging from the death that took down Atari and its contemporaries, but some careful marketing (it was released as a TOY, not a Video Game System- complete with a talking robot that sucked by did its job) and quality control (the "Nintendo Seal of Approval" and a harsh policy of holding back companies from releasing too many games per year) had fans convinced, and soon Nintendo became a cultural phenomenon.

The Console Wars details a lot of this rise, as well as the resulting crazy it caused. The NES had some minor challengers with the Sega Master System (Sega was a Japanese company founded by Americans who'd moved overseas) and the Turbo-Grafx 16, but was finally given REAL competition by the Sega Genesis (Mega Drive in Japan & Europe). It started slowly, but some fantastic marketing by Sega's crack development team (many who'd come from the toy industry, Mattel in particular) soon had it gain more and more momentum. Sonic the Hedgehog was fashioned as their new mascot, after a committee of guys altered the original Sega design into something more Poochie-like. The games that were pushed were bad-ass and a little rough around the edges- making the system seem "cooler" and more adult than Nintendo's kid-friendly machine (in effect, they made Sega the system for older kids). They instituted more developer-friendly policies (a LOT of people were pissed at Nintendo's control board), and even kissed up to the right distributors- all of that "boring" stuff that is just as important as making a good product.

Nintendo eventually fired back with the Super Famicom/Super NES- a 16-bit system that was more powerful (but a bit slower) than the Genesis, and released a new generation of sequels (often with "Super" in front of them). The feud was NASTY, too- Nintendo refused to fire back at Sega, which proceeded to buffet the kiddier company with insults for years ("Sega does what Nintendon't"; accusations that the SNES lacked the "blast processing" of the Genesis- a made-up term which didn't get sussed out until much later). Mortal Kombat was the straw that broke the camel's back- Sega allowed for the infamous BLOOD to be in the games, while Nintendo didn't. Sega's sold so much more than Nintendo almost immediately went back on that, and soon THEY were firing back at Sega in an ugly war of the words that was SO AWESOME to Young Jab as a kid.

This was MY era of gaming- awesome releases coming out all the time. I had an NES for years, renting most of the games I liked (I'd only actually OWNED a couple- being too young to actually afford them). With a Super NES, I had the full set of Mario World, WWF Royal Rumble, Super Street Fighter II, Donkey Kong Country and more. The local First Choice Video had a pretty good set of games to rent as well. I thankfully had a close friend who owned a Genesis, allowing me to sample some of SEGA's offerings, too. As I was a Nintendo Kid, naturally Sega was abhorrent and deserved to lose the war, but I could still play WWF RAW guilt-free, right? Sega released some add-ons for the Genesis that weren't well-received. The Sega CD had some great additions (a Sonic sequel/midquel, and the best Eternal Champions fighting game), but was mostly full of horrible Full Motion Video-type point-and-click games full of awful video quality and gameplay. The 32X, however, was a disaster. Meant to be an "upgrade" so that poorer kids could play 32-bit Next Generation-quality games, it was instead offering only minor upgrades to Genesis games, still full of bad colors (the Genesis's Achilles Heel). Their exclusives were few and far between- more than just being known as a bad add-on, the 32X had the horrifying result of making "Sega" synonymous with "failure"- a stink that would never go away after this moment. I can't say enough about how bad an idea the 32X turned out to be- more than just a money-loser and a disappointment, it was basically Sega's E.T.- the thing that ruined their name with gamers. You can't even put a price on a thing like that.

The most common genres of games were Action Platformers (usually Mario or Contra-style) with lots of jumps to make, side-scrolling Beat 'Em Ups in the style of Double Dragon or Final Fight, Racing Games, Sports Games (a HUGE genre that's only grown, and is usually dominated by Electronic Arts) and Fighting Games, which grew from Street Fighter II to include fighters based around numerous projects (the fifth Double Dragon game, a TMNT game, a bad Justice League game). Role-Playing Games were known for being EXTREMELY beloved by their players, but hard to find, expensive, and a bit too long and difficult for casual gamers to play- they didn't sell that well, and there were very few of them (most Video Game Magazines only had one dedicated "RPG Guy"). The fact that most were Japanese, and they required TONS of translation, was a major factor.

Looking back though, it's odd how few of the games I really played. I was WAY into the ones I did play (and rented Mega Man X and a ton of other games a lot), but when I look at all the "famous games" of my era, I'm surprised at the ones I've never touched. I only rented Super Metroid a single time, got stuck super-easily (I think I was supposed to have the Ball Roll power, but either didn't get it or didn't know how to use it) and never rented it again. That was like, my ONLY Metroid experience EVER until I got a collection on the Game Boy Advance when I was in college. Shockingly, I NEVER PLAYED A LEGEND OF ZELDA GAME. Seriously- Nintendo's second Crowning Jewel after Mario, and I was like "what-evs- that looks too hard". Also, I played a Castlevania game for the first time when I was about 25. I'd never even HEARD of Ghosts & Goblins until I was an adult, either. And naturally, much of Sega's output was unknown to me- my friend and I played a ton of fun games on the Genesis, and we went through a lot of later generation ones, but stuff like Ecco and Sonic weren't his style, so I never played them.

That isn't to say I didn't play a lot of games. I played the HELL out of the ones I DID get. However, my preferred genres were limited to stuff like Fighting Games (a major obsession of kids at the time), side-scrolling Beat 'Em Ups, Mario Kart and platformers- Adventure Games weren't my speed, and my first RPG was Final Fantasy VII. Hell, I played so many games that I was infamous at school for being that kid who ALWAYS played them. It earned me taunts ("Why do you play VIDEO GAMES all day, as soon as you get home?!?"), and even one time got me a phone call at home from a kid I'd NEVER MET BEFORE who was stuck on Donkey Kong Country ("there's some CHICK monkey; and a bunch of barrels here. What do I do?"- I had to explain what a Save Point was). Naturally, this was years before it was cool and normal for kids to just play video games all the time. C'est la vie...

Truth be told, however, I wasn't that GOOD at a lot of games. I could absolutely never get a hold of "Free Reign" games where you could just go anywhere- without direction, I was lost (this kept me away from Zelda-type games. I once even got stuck on Mario is Missing, which should have been impossible). The games I finished, you could count on one hand. I could routinely finish Super Mario World, Turtles In Time, Aladdin for the Game Gear, Kirby for the Game Boy, and could eventually finish most Fighting Games... but that was about it. I never got close to finishing a Mega Man game (actually, my first one was X- I just watched my friend Paul play his NES ones). If it wasn't Mario Kart, I'd never win a race, and I even got stuck on the SECOND LEVEL of Sonic 2 for the Game Gear, somehow never being able to get past... some lava? Somethin' like that...

My natural tendency is to play a game until the very last level... at which point I get bored and stop :). I stopped Final Fantasy VII on the final mountain, where I would have to Level Grind to beat the Boss-Level enemies that spring up as Random Battles. I got all the way to the last castle in A Link To The Past... and just dropped it. I'd even had FUN up till that point- that was like the moment where my ADD struck and I found new stuff to do! I've gotten to the Elite Four in Pokemon Ruby as well... and found it too hard to pass them with the level of Pokemon I had. Gave up (level grinding SUCKS).

The Next Generation:
-A lot has been written about this era, and I remember it SO WELL, having been an obsessive gamer at this point. Chiefly, this was the era in which a NEW contender suddenly came flying out, and demolished the competition. Sony, having been burned when Nintendo backed out of a combined-effort CD-based console (in retrospect, an unimaginably-huge mistake), created the epic new PlayStation, complete with Sega-style insult-based advertising campaign that derided the competition, and showcased some "cool", "extreme" games. Battle Arena Toshinden and Tekken looked way more bad-ass than Sega's Virtua Fighter (which had blocky, silly-looking characters, albeit smoother movements). Nintendo was late out of the gate with what was then called the "Ultra 64", and PlayStation effortlessly crushed the Sega Saturn.

Sega's system was released with so many obvious mistakes that almost the entire American wing of the company's upper management quit- as an "F You" to Sony, they secretly released the system months earlier than planned, burning retailers, who then favored Sony. It was released with several near-incomplete games, making the Saturn look bush-league compared to the "clearly-superior" Sony system. The Saturn also had a weaker system for rendering polygons, which was disastrous when that became the new "in-thing" of gaming- while cel-based graphics were still popular in Japan, and the Saturn was WAY superior there (if you wanted a Capcom fighter, you got a Saturn), they lagged behind Sony as they released never-ending supplies of CGI-based games.

It's funny, though- years later in retrospect, Sony's games were ugly as balls. Their polygons are hideous, blocky and full of mistakes. The whole Next Generation had uglier graphics than the SUPER NINTENDO by today's standards, but because 3-D graphics were so new, they looked way more advanced than primitive Super NES stuff at the time. Early-generation PlayStation & Saturn graphics are abhorrent to my eyes now, though.

The Nintendo 64 eventually came out, and the world fell in love with Mario 64 and GoldenEye. Wrestling fans like me LOVED WCW/nWo Revenge- the ultimate in wrestling games at the time. The PlayStation revolutionized RPGs with Final Fantasy VII (Nintendo had gone to cartridge-based gaming again, so SquareSoft, then a powerful developer, abandoned them for Sony). The Saturn fell further and further, until Sega abandoned it.

Regarding Computer Games... well, let me just share a story. Eons ago, my family got a supposedly high-end computer from a friend of my dad's. Excitedly, we tried to upload Doom, and got a "computer expert" friend over to help install it. And he tried. And tried. And tried. And after all that hype, and all that waiting to finally play a "perfect" version of the game (that was only so-so on SNES)... we discovered that "your computer can't play Doom. In short, f*ck Computer-Based Gaming.

After That...:
I continuously played games up until the PS2 era: my friends owned most of the later systems, even got an X-Box (Microsoft's addition to the Console Wars), and more. I didn't own a system in college, and never bothered to get one later. Truth be told, I kinda got sick of them. See, I'd never liked the way games had gone after a point. 3-D Fighters stopped interesting me so much, and I grew to HATE the "3-D Treasure Hunt" genre of game that'd become an obsession since Mario 64 came out.

Sony, Nintendo & Microsoft would be the big rivals in this era. Sega released the DreamCast, then the most-advanced system around, by they Sega'd it into failure, and soon they dropped out of the console market entirely. Nintendo dropped BADLY with the GameCube, but came roaring back with the Nintendo Wii, which began a huge new fad of casual gamers that altered gaming entirely. Unfortunately, they then made a "sequel" console that didn't do nearly as well, and further hurt them. Sony & Microsoft are still major players, but I feel like most of the systems are interchangeable now, unless you like all the Nintendo Exclusives.

But I never quite got back into gaming. There's a lot of reasons for this:
* I liked being able to sit down and just PLAY something- some fun, exciting levels. Too many games nowadays treat it like a second job that will occupy all of your time. RPGs, MMOs and the like are even WORSE for this, as you have to now master things via information-gathering rather than experience.
* Too many giant, expansive levels with not enough to do. The "3-D Treasure Hunt" genre just doesn't appeal to me.
* A few too many sequels that are the same as games I've played before.
* A focus on other genres I HATE, such as First-Person Shooters or Massive Multiplayer Online Games. Seriously, City of Heroes could not have appealed to me more... until I faced the prospect of Level-Grinding for months, fighting in endless warehouses against boring-looking enemies, and having a brand-new graphics card that suffered huge slowdown if you turned on the maximum of the graphics capabilities on it.
* I cannot think of something I find more asinine than Level-Grinding these days. I view it entirely as "Fake Gameplay" that forces you to fight endless, boring battles just to "level up" to an acceptable point. I know it's kept me from ever finishing a later Pokemon game.
* Too much focus on maps & stuff. I have like a Ryoga Hibiki-level ability to understand directions, which makes it a pain in the dick to play against people in any sort of FPS game. I got good at GoldenEye, but was WAY worse than my friends (who loved playing "Proximity Mines" and effortlessly killing me because they screen-cheated and found my location; whereas I could never memorize the levels for shit). As a result, I also hate Halo more than any other game series in the world.
* Fighting Games, one of my favorite genres, whittled away to almost nothing. 3-D Fighters were often a bit weaker, and the whole genre got too repetitive anyways, with never-ending "slightly-upgraded" sequels.
* As a whole, I think Gaming got stuck on a permanent maturity level akin to early 1990s Image Comics- Even NOW, the men are Giant Steroid Piles with huge Overcompenator Rifles. Every woman dresses like the Whore Queen of Skank Mountain, to the point where I can even SEE THE POINT OF FEMINISTS ABOUT IT.
* Consoles got afflicted with one of the biggest reasons I hated Computer-based gaming- companies now see fit to release buggy, flawed, incomplete games because "hey, we can always just update it later, right?"

So if you want a reason why most of these games are older, that's why :). There are a TON of games on this list I've never played before, so there might be some surprises. For example, I didn't even know Baldur's Gate had actual CHARACTERS in it- I just thought it was a Hack & Slash. If I miss something, that's probably why (I'll check GameFaqs & YouTube videos of gameplay, but there's bound to be something I missed). Feel free to tell me what I've missed (even in the thread- this is the kind of situation that I think requires it, and I promise I won't get mad like when you correct my Template Fail :)).

VIDEO GAME PLs:
* This one's a bit tricky to figure out, as of course most games only inhabit their own little universe, so it's hard to measure them against, say, Matt Murdock or somebody like that. I briefly flirted with the idea of making characters weaker based off of how hard their games were to play, but quickly realized that'd mean that I'd be viciously penalizing Samus Aran and Simon Belmont, while rewarding guys from easier games targeted at children. I kind of have to eyeball it, weigh characters against their typical Mooks (PL 3-4 types, usually), compare them to some real-world kind of adversaries (Soldiers or Animals, in many games), and more. And since I made Mario & Luigi as a pair of PL 9s, I have something to measure against- in a Merged Universe, would they or would they not fit in alongside Mario? I also use guys like Daredevil or Spider-Man as comparisons- if the guy "feels like" they should be around their level, then they might be.

The PLs can ALSO be tricky, because some gamers are way better than others. Watch a newbie playing Mega Man versus one of those YouTube guys doing "No-Hit Runs" or "Speed Runs", and you'll see what I mean. I've seen guys playing Mario that essentially just carry around a shell so that they can permanently do the "throw/jump off/grab again" trick to get anywhere they want- that kind of stuff is beyond me. In any case, I imagine that the "player" of the characters is a talented, above-average gamer who is still generally playing a guy slightly-worse than the End Boss (the guy should ALWAYS be weaker than the End Boss).

Also, personal bias MIGHT fit into things :).

COMPARING VIDEO GAMES TO PEN & PAPER RPGs:
* This can be tricky, as I mentioned in my Mario builds. Turning the workings of an Action Platform Game into M&M stats is something that requires a few decisions to be made, and some concepts to be hand-waved away. There are a lot of various things that would happen if you statted up Video Game characters the way they are in the games- all the enemies would have the same Strength & Toughness aside from multi-hit characters (doing equal damage & taking mostly equal damage), most have the same speed, and more. Many enemies would have some kind of an "Aura" since they all seem to hurt the characters just by touching them. However, this seems to be more their way of making it a mechanic to have to HIT the bad guys, and I'm assuming most of these "Aura" things are actually just unarmed attacks.

In most games, attacks always do the exact same level of damage every time you do them- M&M doesn't work that way. You either die in one hit or you have a pre-set Health Bar, and almost every enemy attack does the exact same kind of damage- M&M doesn't work that way. And in M&M you can disarm somebody of any weapon they're carrying around- in video games, if a guy has a sword, then 9 times out of 10 you're NEVER getting that thing off of him.

So essentially, you have to hand-wave a lot of things away, and ignore them.

THE LIST OF GAMES:
* Many will feature entire rosters of playable characters to be built. On some occasions, I might stat the bosses (expect to see Ganondorf & Mother Brain, for example). Most are just Protagonist-Only.

Altered Beast
A Boy & His Blob
Araknoid
Alex Kidd
Aliens (vs) Predator
Aero the Acro-Bat
Alpha Centauri
Arch Rivals
ActRaiser
---
Bubble Bobble
Bomberman
Blackthorne
Bonk
Bubsy
Beyond Oasis
Boogerman
Bug!
Bloodrayne
Bionic Commando
Baldur's Gate
Bayonetta
Broken Sword
Bad Dudes, Inc.
---
Chuck Rock
Cool Spot
Commander Keen
Contra
Comix Zone
Captain N
Command & Conquer
Captain Commando
Crash Bandicoot
---
Dig Dug
Duck Tales
Dizzy
Dragon's Lair
Duke Nukem
Duke Nukem
Devil May Cry
Dynamite Headdy
Desert Strike
Dinosaurs For Hire
---
Ecco the Dolphin
Earthworm Jim
Earthbound
---
Final Fight
Full Throttle
---
Golden Axe
Gex
GoldenEye
Gauntlet
Ghosts & Goblins
Growl
Gunstar Heroes
Grim Fandango
God of War
---
House of the Dead
---
Ice Climber
Illusion of Gaia
---
Joust
---
Kirby
Kid Icarus
Kid Chameleon
Karnov
---
The Lost Vikings
Little Nemo
Legacy of Kain
The Legend of Zelda
Leisure Suit Larry
---
Maniac Mansion
Mystical Ninja
M.C. Kids
Monster In My Pocket
Marko
Mickey Mouse
Moonwalker
Metroid
---
Ninja Gaiden
NiGHTs Into Dreams
Night Trap
NBA Jam
---
Pac-Man
Pitfall
Paperboy
Psychonauts
Prince of Persia
Pocky & Rocky
Panzer Dragoon
Pulseman
Punch-Out!
---
Q*bert
---
Rygar
Rampage
Road Rash
Ristar
Resident Evil
Rayman
Rocky Rodent
Root'n Toot'n
---
Streets of Rage
Star Tropics
Sunset Riders
Space Ace
Shinobi
Sparkster
Sonic the Hedgehog
Splatterhouse
Spy Hunter
Snatcher
Strider
Smash TV
Spyro the Dragon
Sam & Max: Freelance Police
---
Turok: Dinosaur Hunter
Toejam & Earl
Twisted Metal
Ty the Tasmanian Tiger
Tomb Raider
---
Vectorman
---
Warhawk
---
Zero the Kamikaze Squirrel
Zombies Ate My Neighbors

MULTI-GENRE BUILDS:
* The same build will fit just about everyone.
Shooting Game Archetype (R-Type, Gradius, Axelay, etc.)
First-Person Shooter Archetype (Doom, Wolfenstein, Halo, etc.)


VIDEO GAME BADDIES:
* Obviously, there's not enough time in the world to stat up EVERY KIND of bad guy out there in video games- most Platformers are filled with a dozen different types of foe; never mind the First Person Shooters, Beat 'Em Ups, and others. So my solution instead is to put out some "generic" builds, then add some "extras" for different types.

BOTTOM-TIER MINIONS
Role:
Mooks
PL 3 (16)
STRENGTH
2 STAMINA 2 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Expertise (Bad Guy) 3 (+2)
Intimidation 3 (+1)

Advantages:
None

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +2, Will +0

Total: Abilities: 8 / Skills: 6--3 / Advantages: 0 / Powers: 0 / Defenses: 5 (16)

-These are the Goombas & what-not of the world: the lowest-tier guys you'll ever encounter. At PL 3, the heroes can kill dozens of them, but be careful- they mass in large numbers, can still whittle your energies down, and can be found in situations that will mess up your attempts at attacking or defending (such as on high platforms or between obstacles).

SECOND-TIER MINIONS
Role:
Mooks
PL 4 (24)
STRENGTH
2 STAMINA 2 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Expertise (Bad Guy) 3 (+2)
Intimidation 3 (+1)

Advantages:
Close Attack 2

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +2, Will +0

Total: Abilities: 12 / Skills: 6--3 / Advantages: 2 / Powers: 0 / Defenses: 7 (24)

-A slightly higher-tier of bad guy. Still not very tough, but they're a tad quicker and can still damage lower-toughness heroes. If PL 3s are Goombas, then PL 4s are Koopas.

STRONG MOOKS
Role:
Mooks
PL 5 (39)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Bad Guy) 3 (+3)
Intimidation 3 (+3)

Advantages:
Close Attack 2

Offense:
Unarmed +6 (+4 Damage, DC 19)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +4, Will +0

Total: Abilities: 28 / Skills: 6--3 / Advantages: 2 / Powers: 0 / Defenses: 6 (39)

-Strong Mooks often appear in later levels, or as temporary obstacles to the heroes- they're about the same as other Minions, but do more damage and are a bit tougher. Think "Rex" from Super Mario World.

ELITE MOOKS
Role:
Mooks
PL 6 (48)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Bad Guy) 3 (+3)
Intimidation 5 (+5)

Advantages:
Close Attack 2

Offense:
Unarmed +7 (+5 Damage, DC 20)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +5, Fortitude +5, Will +0

Total: Abilities: 34 / Skills: 8--4 / Advantages: 2 / Powers: 0 / Defenses: 7 (48)

-Top-Tier Mooks appear at the highest-levels of the game, or show up in packs as a Mini-Boss. As many Video Game Heroes are PL 8 or 9, a PL 6 is actually a reasonable threat, especially if there's more than one. Most of these will have "additions" that make them more dangerous, or even boost them up a PL or two (Chargin' Chuck from Mario World has an irregular fighting form that upgrades him to PL 7, for example; the Fire-Breathing Wolves in Mega Man attack from a higher level with an arc-based Flame Attack that can be hard to avoid). At this level, you can get away with removing the Minion Rules and forcing the heroes to fight them on an EVEL level!

MINI-BOSS
Role:
Mid-Level Boss
PL 8 (63)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Bad Guy) 3 (+3)
Intimidation 7 (+7)

Advantages:
Close Attack 3, Startle

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +7, Fortitude +7, Will +3

Total: Abilities: 44 / Skills: 10--5 / Advantages: 4 / Powers: 0 / Defenses: 10 (63)

-These guys represent the Birdos or Boom-Booms of the world- powerful sub-bosses that appear in minor stages, smaller castles or just the mid-point of a level. They will almost always have some kind of superior attack that may do more damage.

LEVEL BOSS
Role:
Boss
PL 10 (82)
STRENGTH
8 STAMINA 10 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Bad Guy) 5 (+5)
Intimidation 9 (+9)

Advantages:
All-Out Attack, Close Attack 3, Power Attack, Startle

Offense:
Unarmed +11 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude +10, Will +4

Total: Abilities: 58 / Skills: 14--7 / Advantages: 6 / Powers: 0 / Defenses: 11 (82)

-The "End Boss" of a level is almost always a huge, dangerous adversary- one easily capable of matching the hero (and causing him to waste quarters in the arcade machine). They will generally always have some kind of weapon or Blast, and may take the "stands there and takes your hits while throwing out tons of varied attacks" style- they're bigger, tougher and meaner than the hero.

EXTRA ENEMY POWERS:
* Most enemies will have SOMETHING extra to use as an attack.

"Sword Guys": Equipment for +2-3 Damage. (1 point)
"Biters": Extra Strength-Damage on attacks. Often used by smaller enemies to do more damage. (1-4 points)
"Jumpers": Leaping 1, Accuracy & Defenses +2. For enemies that jump, their irregular attack patterns can make them much more annoying than common foes. (6 points)
"Diggers": Burrowing 4, Stealth 6, Startle, "Tremorsense" Ranged Area Touch. A lot of games include annoying little burrowers who can pop up out of nowhere and surprise you for more damage. (11 points)
"Soldiers": Equipment for Guns doing +4-6 Ranged Damage. Ranged Attack 4-6. A lot of Soldier-based games use guys like this. (6-11 points)
"Blasters": Blast 4-10. (2 points per rank)
"Flyers": Flight (May Be Winged). Plenty of games feature Flying Mooks, many of which can act irregularly, like the "Jumpers" do. (1-2 points per rank, plus Leaping-type bonuses)
"Firebreathers": Area Damage, often in a Line, Cylindar or an Arc (basically just like a Line, I guess). This can make them hard to dodge. (2 points per rank)
"Fireballs": Reaction Damage, for those guys who are always on fire, or made of electricity or whatever. (4 points per rank)
"Swimmers": Swimming 4, Environmental Adaptation (Aquatic), Immunity 2 (Drowning, Pressure). For Underwater Levels. (8 points)
"Ice Levels": Environmental Adaptation (Arctic), Sure-Footed, Immunity 1 (Cold). For the always-difficult-as-balls Ice Levels. (5 points)
"Climbers": Wall-Crawling 1-2. Many enemies can climb up on walls and then drop down on you. (2 or 4 points)
"Defenders": Protection (Limited to When Immobile -2). Some enemies specialize in delaying you or frustrating you into making mistakes, because they can hide under a shell of sorts when you attack them. They generally cannot attack back in this form. Think those little helmet guys in Mega Man games. (0.5 points per rank)
"Regenerating": Regeneration, for those guys who can respawn soon after you defeat them. (1 point per rank)
"Giants": Growth- for those guys who are SUPER-HUGE. Typically used as mid-level threats, but many Elite Mooks and Sub-Bosses are gigantic as well. In some cases, this can shoot their stats to high- either start with a lower-level guy, or use the nifty "Limited to Non-Strength & Stamina Growths" version of Growth to leave the stats un-changed. (2 points per rank)
"Martial Artists": Fighting +2-6, Fast Grab, Improved Critical (Unarmed), Improved Hold. (8-16 points)
"Robots & Undead": No Stamina, Protection, Immunity 30 (Fortitude Effects). (30 points, minus Stamina difference)

DOUBLE DRAGON:

"Double Dragon":

Double Dragon was a pretty sweet game back in the day- Me and everyone I knew played the 1988 Nintendo version. One of the very first of the "Beat 'Em Up" genre, it has the standard plotline of "They kidnapped my girlfriend, so let's you and me go and beat down their asses, one by one". You played either Billy or Jimmy Lee (just Billy on the NES), strolling through Black Warriors territory to beat up a bunch of punks to save the girl. There are four levels: The City Slum, a Factory, The Woods, and Machine Gun Willy's Hide-Out, and at the end, you and a buddy can then fight it out to see who gets the girl (which is AWESOME). The game was semi-broken (weapons were AMAZINGLY powerful and threw off the whole balance of combat), very hard, very long (one stage just goes on FOREVER), and had very cheap enemies who liked to double and triple-team you. All things defining of the great years of Nintendo in the mid-80s :).

The Arcade Version was SIGNIFICANTLY nicer-looking than the Nintendo version that I was familiar with as a kid (I had NO IDEA what the boss/Giant Mook Abobo was supposed to actually look like as a result, and got a shock looking at YouTube clips), and featured co-op combat, while the NES version uses Jimmy Lee as the main antagonist. Also, only three characters could be on-screen at once, and both enemies had to be the same guy. There was also a one-on-one fighting version (yes, a Fighting Game for the NES), where you could fight a mirror image of your own guy. The Sega Master System version allowed a massive THREE enemies on-screen at a time (ah, the old days), and looked prettier, but I knew exactly one kid with a Master System, and even he didn't play it.

This game was a HUGE hit with my friends and I, and was a big hit overall, judging by the sheer amount of sequels to come out of it. None of them ever attained the notoriety of the original, however- most people still remember the first, with all it's Abobo Goodness. It is for this reason that there have been approximately one billion remakes over the years, hitting even the current Generation of consoles (and iPhones and junk) with their downloadable stuff.

"Double Dragon II: The Revenge":
-This game actually features poor Marian getting stuffed into the refridgerator in THE OPENING SEQUENCE, which is CRAZY. Now you're the Lee Brothers out for REVENGE, and it's a retread of the first game for the most part, using the same engine and everything, though there's new artwork throughout. Once again, there's four levels and Willy is the Final Boss- I don't think I ever played this one- I was mostly renting Ninja Turtles stuff from the local place at this point. At least the NES version allowed co-op play this time around, and they even brought Marian back out of the fridge at the end! Both the Mega Drive (Sega Genesis) & PC Engine (no idea) released versions, with the former one sucking hard because of poor coding (thank you Wikipedia).

"Battletoads/Double Dragon- The Ultimate Team":
-An insane merger of two games from two different companies, they basically stuck Billy & Jimmy Lee into the Battletoads world. This game actually gets a lot of respect (even more than any other game in the series, as far as I can tell), and was well-reviewed for it's time. I'm not sure if I ever played it- Battletoads games are WAY too hard for me to have ever gotten far, so it's possible I blocked it out of my mind due to the intense shame. Seriously, watch people playing Battletoads on YouTube some time- it's a testament to the human spirit's ability to overcome ANY horror.

"Double Dragon III: The Rosetta Stone":
-The third DD game is basically a "Treasure Hunt" Worldwide Macguffin Search concept, and allows for three players- a third can play "Sonny", a yellow palette-swap of the Lee Brothers. Players can purchase (ie. actually put more coins into the game) new weapons, techniques, and even characters- holy crap, did World of Warcraft steal their money-grabbing ideas from Double Dragon III? Sadly, this game apparently sucked ass, and didn't get a wide distribution- by this point, Capcom had released the FAR superior "Final Fight" series, which took a giant diarrhetic crap all over "Double Dragon" as a series, and these ancient-looking graphics totally didn't hold up.

The NES version allowed you to beat bosses and control them as characters later on, which I thought was awesome. I only played the Genesis version of the game once at my brother's friend's house, and there was some damn platform stage that resulted in my dying like a hundred times because of hard-to-do jumps (something I hold against a game in terms of balance- it wasn't hard because of stuff being in the way- it was just hard to actually JUMP PROPERLY, PERIOD).

"Super Double Dragon":
-The fourth game came out for the Super Nintendo in 1992- like MANY game series that started with the NES era, it gained a "Super" prefix instead of sticking with the old "numbered sequel" bit. The graphics are better, but it's essentially another seven-stage ass-whupping like the series always is. By this point, people had mostly written "Double Dragon" off as an old relic of a prior era.

"Double Dragon V- The Shadow Falls":
-With the fifth, they actually switched genres from the then-tired Beat 'Em Up genre. See, by 1994, the biggest games on the market were the "Street Fighter II" series, and the "Mortal Kombat" series. SNK was also doing quite bitching work with "Fatal Fury", "King of Fighters" and "Samurai Shodown". In other words, fighting games were THE SHIT in this time period, and soon you had every company worth a dime (and some that weren't) jumping on the Fighter Bandwagon, pumping out the new fad in gaming- Fighting Games had almost replaced Action Platformers as the "default" type of generic game, resulting in varied, sometimes-good/sometimes-crap stuff like TMNT Tournament Fighters, Clayfighter, Eternal Champions, Brutal- Paws of Fury and this game. And so Double Dragon V came to be a 2-D 16-bit Fighting Game, released for the current systems (Super NES, Sega Genesis- later Atari Jaguar, because y'know those "64-bit" graphics totally did justice to this game).

Was the game good? Oh no- it was basically your everyday generic fighter that was just thrown together- some interesting character designs, but most everyone looked like a big puffy Roid Monster with generic designs and no interesting stuff about them. I wouldn't say it was BAD, but I only rented it once and it certainly didn't impress overly much. Keep in mind that while Fighting Games were ridiculously common and generic, it was REALLY goddamn clear that only a few companies could make awesome ones, and the fans noticed. The "Best Platformer" award was never as easy to give out as the "Best Fighter" was- it was Capcom or SNK, and that was that.

Altogether, there were Billy & Jimmy Lee, eight other fighters, and two Bosses, making for a solid roster of 12 guys (about normal for most second-tier Fighting Games). You basically had Billy (the Good Son), Jimmy (the Bad Son who was raised to be a Shadow Warrior and was thus the more reckless one), Shadow Master (end-boss with teleporting & shadow powers), Dominique (dominatrix-type sub-boss, which was actually pretty unusual- sub-bosses were usually monsters), Jawbreaker (big dumb eater), Icepick (computer guy with a sword), Bones (rock & roll skeleton, predating Lord Raptor of "DarkStalkers"), Sickle (generic bad guy with the obvious weapons), Blade (cyborg based off of the generic Mooks in the cartoon), Trigger Happy (brutish blaster), Countdown (cyborg with rockets & lasers) and Sekka (lady cyborg with Wolverine Claws). Altogether a pretty generic roster of guys, most of whom were villains.

"Double Dragon 6-1":
-This is a Neo-Geo Fighting Game with HORRIBLE graphics (came out a year after V, too), and it was basically completely forgotten to history, being washed over by the huge glut in fighters around this time. The roster is even more generic than "V"- It's Billy & Jimmy, plus Marian & Abobo from the original games, then Amon (ninja), Dulton (stupid-looking punker), Burnov (big fat Big Van Vader knock-off), Rebecca (hot girl with tonfas), Cheng-Fu (drunken-boxing fighter), Eddie (generic black guy), Duke (assassin) and Koga Shuko (evil wizard/dictator Bison knock-off)... basically FightersGeneration.com shows the msot generic looking roster I've ever seen, with 90% of the characters looking like they're wearing regular street clothes instead of anything resembling fighting gear.

And the series ended with a whimper after that- Technos went out of business soon after. To this day, people still remember "Double Dragon", though- hell, it got both a cartoon series (one I don't remember at ALL, and even at that age I would still know just about any good cartoon on TV) AND a live-action feature film (which is a piece of crap most notable for having Alyssa Milano and that guy from "Party of Five" in it before that show got popular), both of which sucked utter balls as well. Really, this game series being so memorable and well-thought-of is odd, considering the sheer amount of CRAP attached to it over the years. I think it's failed more times than it's succeeded, actually.

-So for my Builds, these are partly re-dos of my 2nd Edition stuff, but with a longer preamble and some modifications. A "Double Dragon" campaign is mostly a lower-level PL 8 adventure against Street Level foes and mooks. The Brothers themselves are PL 8 (120) competitors, though they can go past their caps by picking up the disposable, easily-losable weapons littered around the gameworld (see below). I'll only be building the characters from the first game, because after all- that's the only one people really remember. Everyone else is too utterly generic and bad to be bothered with.

Weapons:
"Steel Bat" Strength-Damage +3
"Whip" Strength-Damage +1 (Feats: Reach 2)
"Knife" Strength-Damage +2 or Blast 6 (Feats: Improved Critical) (Diminished Range -1) (one use if thrown)
"Dynamite Stick" Blast 6 (Diminished Range -2) (one use)
"Boxes/Rocks/Oil Drums" Blast 5 (Diminished Range -2) (one use)


BILLY & JIMMY LEE
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: The Heroes, Rival Twins
PL 8 (120)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+13)
Athletics 8 (+10)
Persuasion 2 (+4)
Intimidation 4 (+6)
Investigation 3 (+5)
Expertise (Streetwise) 5 (+6)
Perception 5 (+7)
Insight 4 (+6)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Disarm, Improved Initiative, Improvised Weapon, Power Attack, Ranged Attack 4, Set-Up, Takedown, Teamwork

Powers:
"Martial Artist" Strength-Damage +1 [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +6, Will +8

Complications:
Motivation (Marian)- Both brothers love Marian, and her continual kidnappings and/or murders at the hands of the Shadow Warriors often leaves them going on super-rampages through the gritty wastelands of the world for revenge.
Enemy (Machine Gun Willy)
Responsibility (Protecting Hometown)

Total: Abilities: 66 / Skills: 38--19 / Advantages: 19 / Powers: 1 / Defenses: 15 (120)

-The Lee Brothers (because they're supposed to be a 2-Player team, not enemies like in the 1-Player NES version) are an elite fighting duo, each one a well-balanced PL 8 (120) melee fighter with a few handy Skills, but mostly lots of Combat Advantages and accuracy to win the day. They're good at Disarming foes, teaming up, and can modify most of their caps, but don't have the best grappling skills (someone like Abobo or Chintai will just toss them off with ease).

WILLIAMS
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Bottom-Tier Mook
PL 4 (43)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Intimidation 3 (+3)
Expertise (Criminal) 3 (+3)

Advantages:
All-Out Attack, Fast Grab, Ranged Attack 2, Set-Up

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +2, Fortitude +2, Will +0

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 32 / Skills: 8--4 / Advantages: 5 / Powers: 0 / Defenses: 2 (43)

-Williams is the very first enemy you meet, and the weakest in the game. The game compensates by tossing about a billion of them at you in a row, of course. Just why this guy named "Williams" would not only have four identical brothers, all also named Williams, but dozens of clones throughout New York City, some of whom are black or wearing different coloured outfits, is never explained. But this is just something you have to deal with in the "Beat 'Em Up" genre, as tired old sprites get rehashed time and time again, creating armies of multi-coloured Mooks who go down to a few punches. By the end of the NES game, when you've learned a bunch of new techniques, Williams is little more than a weak pushover, but still has numbers and sneaky grabbing tactics to help him out.

LINDA
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Chick Mook, Second-Tier Mook
PL 5 (49)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Intimidation 3 (+3)
Expertise (Criminal) 5 (+5)

Advantages:
All-Out Attack, Equipment (Whip +1, Reach 2), Power Attack, Ranged Attack 2, Set-Up

Offense:
Unarmed +7 (+2 Damage, DC 17)
Whip +7 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +2, Fortitude +3, Will +0

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 34 / Skills: 10--5 / Advantages: 6 / Powers: 0 / Defenses: 4 (49)

-Linda is the only enemy that regularly shows up with a weapon- her trademark Whip, which actually does a bit more damage in-game (and is reflected in her stats here). She's about equal to Williams without it (but is a bit faster), still going down fairly easily, like a Mook should.

ROWPER
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Second-Tier Mook
PL 5 (55)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Intimidation 5 (+5)
Expertise (Criminal) 5 (+5)

Advantages:
All-Out Attack, Fast Grab, Improved Hold, Power Attack, Ranged Attack 2, Set-Up

Powers:
"Tough Fighter" Strength-Damage +1 [1]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Whip +7 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +3, Fortitude +3, Will +1

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 38 / Skills: 12--6 / Advantages: 7 / Powers: 1 / Defenses: 3 (55)

-Rowper is only a little bit better than Williams, and like him, tends to shift appearance & race a whole lot. He likes to spam out Jump Kicks a whole lot (a major hallmark of the '80s, actually), but otherwise he's not that tough.

JEFF/CHINTAI
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Elite Mook
PL 7 (87)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+9)
Intimidation 5 (+6)
Expertise (Criminal) 6 (+6)
Perception 3 (+3)
Insight 4 (+4)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Damaging Escape, Defensive Throw, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Power Attack, Ranged Attack 4, Takedown

Powers:
"Tough Fighter" Strength-Damage +1 [1]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +4, Fortitude +4, Will +2

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 54 / Skills: 22--11 / Advantages: 16 / Powers: 1 / Defenses: 5 (87)

-Chintai in the NES, and Jeff in the Arcades, this guy was a Stage Boss that eventually turned into a recurring Mook- a very strong, skilled henchman who rejected your grapple attempts and hit WAY harder than the other goons could. This made him a huge threat, especially when you fought more than one of him. He stats up like a slightly worse (but stronger) Lee Brother, hitting hard but lacking a tiny bit of accuracy, and having lower mental Ability Scores. As far as goons go, he's hyper-elite.

ABOBO
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Giant Mook
PL 8 (76)
STRENGTH
7 STAMINA 7 AGILITY 1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 8 (+7)
Expertise (Criminal) 4 (+3)

Advantages:
All-Out Attack, Chokehold, Damaging Escape, Defensive Strike, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Hold, Power Attack, Ranged Attack 5, Set-Up, Takedown, Withstand Damage

Powers:
"Immovable" Features 1: Increase Mass [1]

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

Defenses:
Dodge +6 (DC 16), Parry +9 (DC 19), Toughness +7, Fortitude +7, Will +2

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 44 / Skills: 12--6 / Advantages: 18 / Powers: 1 / Defenses: 7 (76)

BOLO
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Giant Mook
PL 7 (69)
STRENGTH
6 STAMINA 6 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 8 (+7)
Expertise (Criminal) 4 (+3)

Advantages:
All-Out Attack, Chokehold, Damaging Escape, Defensive Strike, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Hold, Power Attack, Ranged Attack 5, Set-Up, Takedown, Withstand Damage

Powers:
"Immovable" Features 1: Increase Mass [1]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +1

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 38 / Skills: 12--6 / Advantages: 18 / Powers: 1 / Defenses: 6 (69)

-Oh, Abobo, how I thought you were awesome. Appearing as this grotesque, gigantic fighter, Abobo was the Stage One Boss, later downgraded into a recurring threat with multiples of varying skin colours (the Arcades contained lower-level ones named "Bolo", based off of Bolo Yeung- a common "Bad Guy" actor from the Hong Kong movies, I have just discovered), even a GREEN ONE in one stage! Abobo was huge and threatening, appearing by smashing THROUGH WALLS sometimes, and he never used a weapon, unlike any of the other goons, because Abobo didn't NEED no stinking weapons! He was so damn cool... I was PISSED when the movie of Double Dragon (which absolutely, well and truly proves that Video Game Movies Suck, unless they're the first Mortal Kombat) featured him as a roid-addled fat biker who made a face turn while looking like a Fist of the North Star guy in mid-splosion. But yeah, if you need an Elite Mook, this PL 8 monstrosity oughta do it- he can exert superhuman strength at times. And don't try to grapple him- you'll lose. Badly.

MACHINE GUN WILLY
First Appearance:
Double Dragon (1988)
Created By: Yoshihisa Kishimoto
Role: Big Bad
PL 9 (144)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 4 (+9)
Athletics 2 (+6)
Close Combat (Unarmed) 2 (+14)
Deception 4 (+8)
Expertise (Criminal) 8 (+10)
Insight 4 (+6)
Intimidation 4 (+8)
Investigation 4 (+6)
Perception 4 (+6)
Vehicles 2 (+6)

Advantages:
Accurate Attack, All-Out Attack, Damaging Escape, Fast Grab, Great Endurance, Improved Critical 4 (Unarmed 2, Machine Gun 2), Improved Initiative, Power Attack, Ranged Attack 7, Takedown

Powers:
"Non-Removable Machine Gun" (Flaws: Removable) [17]
Blast 7 (Extras: Multiattack) (21 points)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Machine Gun +10 (+8 Ranged Damage, DC 23)
Initiative +5

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

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 76 / Skills: 38--19 / Advantages: 19 / Powers: 17 / Defenses: 13 (144)

-Machine Gun Willy was the boss of the Shadow Warriors, and the one commanding that guy to punch poor Marian in the stomach at the beginning of the first game (and seriously, that was EPICALLY violent and horrible for it's time!). The game's final boss, he's packing a machine gun that's stronger than any other weapon in the game, and it CAN'T BE DISARMED, meaning you've got to be wary of his instant-death bullets alongside whichever henchmen he still has left. That makes him a pretty scary boss, and he can easily get out of most grapple attempts you try. Of course, he's less famous than nearly every other villain in the series, because so few people were able to MAKE IT all the way to him, much less defeat him. Hence, he was actually rarely seen a lot of the time.
-Machine Gun Willy uses a different kind of Machine Gun- he doesn't drop it if knocked down, grabbed, etc., so I decided to just include it as a Hard to Lose Device instead of Equipment (I assume it's strapped to him or something). In addition to that, he's really strong and tough- much harder to hurt than most of the other henchmen, plus as skilled with the gun as possible, going a full PL over the Lee Brothers, and 24 points beyond them as well thanks to the Device.

DIG DUG:
Game Type: Single-Screen Action Game
Release Date: 1982
Developer: Namco

-Dig Dug was an incredibly-popular arcade game released in 1982, and like most games of that era, is simple yet fairly difficult- you basically control a dude that digs vertical or horizontal tunnels, while attempting to kill a pair of enemy types (regular Pookas and fire-breathing Fygars) that can "float" between tunnels and chase you. You can either blow them up with a giant... air-pump that fills them with air until they explode (that is GORY!), or lure them into a vertical tunnel with a rock at the top of it, which will fall down and crush them. You pass the screen when all the enemies die, and move on to the next one. You get more points the more you kill via the rocks (this is back when arcade games rewarded points more than completion of the game). The original arcade game ends on round 256, which is an unpassable "kill screen".
-Althought it was a big hit (with numerous horrible versions on home consoles), Dig Dug didn't get a popular sequel, and has basically disappeared as a thing. And oddly enough, it is still in the consciousness of gamers, despite its aforementioned disappearance.

DIG DUG (Taizo Hori)
Role:
The Hero
PL 8 (80)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 6 (+6)
Expertise (Miner) 8 (+9)
Perception 6 (+8)
Ranged Attack (Air Pump) 4 (+8)

Advantages:
Equipment (Radar), Favored Environment (Underground), Improved Critical (Air Pump), Ranged Attack 2

Powers:
"Harness With Gear" (Flaws: Easily-Removable) [17]
"Air Pump" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative, Ranged) (Diminished Range -2) Linked to Blast 8 (Flaws: Limited to Fully-Afflicted Enemies) (Diminished Range -2) (22)
Burrowing 6 (6)
-- (28 points)

Offense:
Unarmed +2 (+0 Damage, DC 15)
Air Pump +8 (+6 Ranged Affliction & +8 Ranged Damage, DC 16 & 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2, Fortitude +3, Will +6

Complications:
Enemy (Pookas & Fygars)

Total: Abilities: 26 / Skills: 24--12 / Advantages: 5 / Powers: 17 / Defenses: 20 (80)

-Dig Dug (given the name "Taizo Hori", which sort of translates into a punny name like "Will Dig" or something like that) is the hero of the series, but hasn't made much of an impact himself. Namco made him the father of the hero of Mr. Driller, and the ex-husband of the heroine of Barbaduke (??). Physically, he's not a terrific fighter or tough guy, as a single hit will kill him in the games. His only means of defense is to kill his enemies either with his Air Pump, or to trick them into letting the terrain kill them. Clearly he has some sort of radar to allow him to accurately move about underground (in game terms, this is just because you have an overheard view and can see into other tunnels).
-The Air Pump allows Dig Dug to stun his enemies temporarily (he can bypass them without harm in this manner- otherwise it's "they touch you and you die" stuff)- after multiple "pumps", they explode Mortal Kombat-style. To do the "Blast" part, he has to actually "blow them up" to the maximum level, making it pretty Flawed. Both attacks are Linked (the enemy will recover slowly; many good players can "line up" the enemies by repeatedly stunning them with low-level single pumps and then running back- this lets you kill numerous ones with a single rock), but have a lower range than most Ranged Attacks. He's PL 7 with the Affliction, PL 8 with the Damage, and PL 6 defensively- his enemies are likely only PL 4s, but can be somewhat numerous.

THE DEFENDERS OF DYNATRON CITY:
Game Type: Overhead-Map Based Action Game
Release Date: 1992
Developer: Lucasfilm Games
-I was pretty excited when I saw the ads for this Nintendo game, way back in the day. See, comics were in their early-90s PEAK, I was hugely into them, and suddenly a superhero comic-themed game was coming out, back when most superhero-based games SUCKED (remember the NES X-Men game? Or the Gameboy Spider-Man one?). I was amped up for months to finally play it- the hype was so immense that they even had a CARTOON SERIES Lined up for it. The world seemed ready for a massive Defenders of Dynatron City push that made it one of the biggest games of the era. And then people finally played it.

See, this game SUCKED. I mean, an unholy level of suck. God DAMMIT! There's a lot of in-depth reasoning and flaws for why the game was bad (Wikipedia itself has it's classic "some felt that the game featured poor hit-detection"-type commentary on the subject), but let's just say that for every good NES game, there was about five bad ones and be done with it, 'kay? (p.s. some things never change)

So why am I doing builds of them, if the game was so lame? No idea- I just felt like it :). I like super-heroes, statting up random stuff, and coming up with explanations for odd powers, so why the heck not? It's a pretty small super-team, based off of guys living in some futuristic city where tons of people get irradiated and gain super-powers (usually goofy stuff like four arms or an eye for a head). There was even a god-awful cartoon about them, which only had one episode made (the show didn't get picked up for syndication), featuring their origin story (a group of handymen walk into the villain's lair, but get captured and mutated... thus becoming heroes). So all of this combines together for a mere blip on the pop culture radar, but what the hell?

I want to get the whole group done as a PL 8 (120) balanced PC-group, despite their mortiness. That feels right from watching the show- they demolish robots pretty good, but are obviously a notch or two below the X-Men or Spidey, and have pretty silly (but sometimes awesome) powers. Plus they're more comically-dunderheaded goofballs than real, epic hero-types.

JET HEADSTRONG
Role:
The Hero
PL 8 (116)
STRENGTH
9 STAMINA 6 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 2 (+4)
Deception 2 (+3)
Expertise (Pop Culture) 4 (+4)
Expertise (Proto-Cola Deliveryman) 5 (+5)
Insight 2 (+2)
Intimidation 3 (+4)
Perception 3 (+3)
Persuasion 3 (+4)
Ranged Combat (Firing Head) 4 (+8)

Advantages:
Power Attack, Ranged Attack 2

Powers:
"Detachable Firing Head"
Blast 8 (Feats: Improved Critical) (Extras: Penetrating 7) (24) -- [26]
AE: Damage 8 (Extras: Area- 30ft. Line) (16)
AE: Damage 8 (Extras: Area- 60ft. Shapeable +2) (24)

Features 1: May Remove Head Indepdently [1]
Protection 2 [2]
Flight 5 (60 mph) (Flaws: Limited to Head) [5]

Offense:
Unarmed +7 (+9 Damage, DC 24)
Head Blast +8 (+8 Ranged Damage, DC 23)
Head Area Attacks +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +4

Complications:
Responsibility (Dynatron City)

Total: Abilities: 54 / Skills: 28--14 / Advantages: 3 / Powers: 34 / Defenses: 11 (116)

-Jet Headstrong is probably the most hero-looking guy on the squad- he's got the chiseled ballooned-physique, Lantern Jaw of Justice, and the most typical hero uniform. He even looks a bit like Bulletman, style-wise. He's also cut from The Tick mold of goofy-ass childlike super-heroes, with a bit of "happy redneck" thrown in. And when Buzzsaw Girl kisses him, his HEAD SHOOTS OFF (THAT certainly isn't symbolic at all, is it?). A bit silly, he's got a high-powered Blast that can cut swaths through weak opponents easily, alternating between a standard version, a Line, and a Shapeable Area, all Targetted to give him the option of using his Feats. He can also fly if he holds onto his flying head. Physically, he's extremely buff (and can apparently throw cars in-game), so I gave him adequate superhuman Strength (he didn't do any lifting in the show, but he looks like he could) and good Toughness as well.

BUZZSAW GIRL
Role:
Miss Fanservice... if you're a weirdo (p.s. i am a weirdo)
PL 8 (118)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Deception 2 (+3)
Expertise (Pop Culture) 4 (+4)
Expertise (Proto-Cola Deliverywoman) 5 (+5)
Expertise (Handywoman) 4 (+4)
Insight 2 (+2)
Intimidation 3 (+4)
Perception 3 (+3)
Persuasion 3 (+4)
Ranged Combat (Buzzsaws) 4 (+8)

Advantages:
All-Out Attack, Attractive (unless you're a leg man or something), Defensive Roll 2, Improved Initiative 2, Improved Smash, Move-By Action, Power Attack, Ranged Attack 2, Takedown 2

Powers:
"Buzzsaw Legs"
Speed 5 (60 mph) [5]
Movement 1 (Wall-Run) [2]
"Buzzsaw" Damage 8 (Feats: Improved Critical 2) (Extras: Multiattack, Penetrating) (26) -- [29]
AE: "Moving Buzzsaw" Damage 8 (Extras: Area- 30ft. Shapeable, Selective) (24)
AE: "Shearing Buzzsaw" Damage 8 (Extras: Area- 30ft. Line, Selective) (24)
AE: "Buzzsaw Toss" Blast 8 (Extras: Multiattack) (24)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Buzzsaw +8 (+8 Damage, DC 23)
Area Attacks +8 (+8 Damage, DC 23)
Buzzsaw Toss +8 (+8 Damage, DC 23)
Initiative +12

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+5 D.Roll), Fortitude +5, Will +5

Complications:
Responsibility (Dynatron City)

Total: Abilities: 40 / Skills: 28--14 / Advantages: 13 / Powers: 36 / Defenses: 15 (118)

-Buzzsaw Girl is one of TWO girls on the team (a rarity for video games), depicted in the cartoon as a breathy-voiced Southern Belle-type who was actually kind of an action junky. She also didn't seem overly upset that her legs turned into a gigantic saw, either, but this was a rather weird concept anyways. She's also the resident Super-Speedster, though really she just buzzed around hacking away at whatever was in her path. This makes her a massive Goonsweeper, taking out however many people are in her Area Effects with fairly damaging attack. Another variant is a simple, one-target melee Multiattack Strike, just like a normal buzzsaw or chainsaw does (in my stats anyways). Oddly, they dropped her "throwing buzzsaw" trick in the cartoon, which was her most effective attack. This makes Buzzsaw Girl actually a combo of Speedster and Blaster, which is VERY useful. Most of this group aren't really BAD PL 8s, per se, they're just a little bizarre.

RADIUM DOG
Role:
Super-Dog
PL 8 (111)
STRENGTH
7 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE 1

Skills:
Aerobatics 2 (+5)
Deception 7 (+8)
Expertise (Survival) 3 (+4)
Insight 4 (+5)
Intimidation 6 (+6)

Advantages:
All-Out Attack, Great Endurance, Evasion, Fast Grab, Fearless, Improved Hold, Improved Trip, Move-By Action, Power Attack, Set-Up

Powers:
"Radiation Powers"
Flight 6 (120 mph) (12) -- [13]
AE: Speed 3 (16 mph) (3)

"Radiation Burst" Damage 8 (Extras: Area- 15ft. Burst +1/2) (12) -- [13]
AE: "Power Bite" Strength-Damage +1 (Feats: Improved Critical) (2)

"Canine Senses" Senses 5 (Scent, Ultra-Hearing, Low-Light Vision, Tracking, Extended Hearing) [5]

Offense:
Unarmed +8 (+7 Damage, DC 22)
Bite +8 (+8 Damage, DC 23)
Radiation Burst +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +6, Will +5

Complications:
Responsibility (Dynatron City)
Disabled (No Hands, Mute)

Total: Abilities: 46 / Skills: 22--11 / Advantages: 10 / Powers: 31 / Defenses: 13 (111)

-Radium Dog's weird even for THIS crew. For some reason, the workers brought their DOG with them, and he was captured alongside the gang, subjected to energy, yadda yadda, now he has powers. Radium Dog is slightly smarter than your average dog (still unable to speak, though), can fly, bite through tons of objects, and even fire a miniature Burst of Radiation. I wouldn't really use him as a PC, but he's a nice example of what you can do by mixing an Animal build with some Super-Powers.

MISS MEGAWATT
Role:
Blaster
PL 8 (125)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Aerobatics 4 (+7)
Deception 3 (+5)
Expertise (Electrical Worker) 3 (+4)
Insight 2 (+3)
Intimidation 2 (+4)
Perception 3 (+4)
Persuasion 2 (+4)
Ranged Combat (Electricity) 4 (+7)
Technology 5 (+6)
Vehicles 2 (+5)

Advantages:
Evasion, Improved Aim, Improved Defense, Precise Attack (Ranged/Cover), Power Attack, Ranged Attack 1

Powers:
"Electrical Powers"
Flight 6 (120 mph) [12]
Immunity 5 (Electrical Damage) [5]

Electrical Blast 9 (Extras: Multiattack) (27) -- [30]
AE: "Thunderbolt" Damage 8 (Extras: Area- 30ft. Line) (16)
AE: "Moving Bolt" Damage 8 (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to When Both are Touching Metal) (16)
AE: "Thunderbolt" Damage 8 (Extras: Area- 30ft. Line) (16)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Buzzsaw +8 (+8 Damage, DC 23)
Area Attacks +8 (+8 Damage, DC 23)
Blast +7 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Dynatron City)

Total: Abilities: 42 / Skills: 30--15 / Advantages: 6 / Powers: 47 / Defenses: 15 (125)

-Miss Megawatt is your standard "Sassy Black Girl" character, and is just as exciteable as the rest of the crew. She's as generic as they come, otherwise- a Flying Blaster with an elemental theme of electricity, in Line, Shapeable (limited to when she and her targets are touching metal), standard and Autofire forms. She's a bit brighter and wiser than the rest of her team, being an electrical worker sent by the City to figure out why the series' Mad Scientist Villain is using up so much power.

MONKEY KID
Role:
Blaster
PL 8 (115)
STRENGTH
1 STAMINA 2 AGILITY 6
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+11)
Deception 4 (+6)
Expertise (Pop Culture) 4 (+5)
Insight 3 (+5)
Investigation 2 (+4)
Perception 5 (+7)
Persuasion 4 (+6)
Stealth 2 (+8)
Ranged Combat (Bananas) 4 (+12)
Technology 3 (+4)

Advantages:
Accurate Attack, Defensive Attack, Defensive Roll 2, Daze (Deception), Equipment (Throwing Bananas), Evasion, Improved Aim, Improved Critical (Banana), Inspire, Leadership, Luck, Power Attack, Quick Draw, Ranged Attack 4, Set-Up 2, Teamwork

Powers:
"Blue Monkey"
"Simian Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Tail" Extra Limb 1 [1]
Leaping 2 (30 feet) [2]

"Throwing Bananas"
Blast 4 (Extras: Multiattack) (Flaws: Limited to While Holding Bananas) (8) -- [9]
AE: "Trip" Affliction 6 (Athletics; Dazed & Hindered/Immobile & Stunned) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree, Limited to While Holding Bananas) (Inaccurate -1) (5)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Thrown Bananas +12 (+4 Ranged Damage, DC 19)
Trip With Bananas +10 (+6 Ranged Affliction, DC 16)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +2 (+4 D.Roll), Fortitude +3, Will +5

Complications:
Responsibility (Dynatron City)

Total: Abilities: 48 / Skills: 36--18 / Advantages: 21 / Powers: 14 / Defenses: 14 (115)

-Monkey Kid is the official team leader in the 'toon, being a lab monkey that turned blue and grew in intellect thanks to the Mad Scientist, and his bizarre antics and clumsiness led to the creation of the Defenders, as well as his own gaining powers. Quick-witted, fast and spry, he's an unusual character, using THROWING BANANAS, alternating between a normal Blast, and a Trip. OK, he didn't use that in the toon or the game, but hell, BANANAS TRIP PEOPLE, so he should totally have it (okay, nerd-nitpicking states that banana peels only trip people when they're rotten and slushy, and have been around for a while, and the trope itself debuted in the late-1800s, where this was actually a problem in New York and other major cities, but in cartoon-logic, it works immediately and quickly). He's easily the weakest member of his team, but I modified his general goofiness and jumpiness in the 'toon to a Dexmonkey-type accurate build, so he evens out on the aiming side of things.

TOOLBOX
Role:
Blaster
PL 8 (130)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Handyman) 6 (+7)
Perception 2 (+3)
Technology 4 (+5)

Advantages:
Improved Critical (Hammerhead), Fast Grab, Power Attack, Set-Up

Powers:
"Sentient Toolbox" (!?!?)
Immunity 30 (Fortitude Effects) [30]
"Hammerhead" Strength-Damage +1 (Feats: Reach 5) (Extras: Penetrating 5) [11]
Leaping 2 (30 feet) [2]
Protection 8 [8]

"Variable Arm" Variable 4 (One Trait of Mechanical Descriptor) [28]
Sample Powers:
Mind Control 4 (Extras: Area- 30ft. Burst, Alt Save: Toughness +0) (Flaws: Limited to Machines)
Snare 4 (Feats: Tether)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Hammerhead +7 (+9 Damage, DC 24)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +5

Complications:
Responsibility (Dynatron City)

Total: Abilities: 28 / Skills: 12--6 / Advantages: 4 / Powers: 79 / Defenses: 13 (130)

-I thought Toolbox was the coolest member of this group, judging only by the ad picture they used in every comic book around the time it came out. I dunno why- he's just a big blue guy with a hammer for a head. Apparently I thought hammer-headed people were cool. Anyways, he's got BY FAR the most bizarre origin of the entire group. While they were all people chained up in a vat of chemicals and subjected to mad science, the villain chained THEIR TOOLBOX to the floor as well! Why an inanimate metal object would need to be killed with the team I have no idea, but keep in mind this was a very nonsensical show. So of course when everyone got their radiation-given powers, their toolbox suddenly grew into a sentient humanoid form. What was REALLY weird (even weirder than the toolbox-chained-to-the-floor thing) was the fact that NOBODY SEEMED SURPRISED BY THIS. It was like "Oh hey, living embodiment of that box of tools we brought, let's free ourselves and become superheroes" with this casual sense of normalcy.
-So Toolbox is rather different from his partners. He's quite tough and strong, but is an actual robot with the standard Powers and Immunities that brings. His Hammer-head nature is shown with a power ranged Strike, he can leap pretty far (that was his thing in the video game), and he has a Variable Power (only 20 pp worth, though), limited to Mechanical-based stuff. So he can make his hands into Clamps, Grappling Wires, and in the cartoon, a machine that forces Robots to dance until they explode. He usually called this "My Trusty xxxxxxxx", and made him a walking Swiss Army Knife of a guy.

THE KIRBY SERIES:
Game Type: Side-Scrolling Action Game
Release Date: 1992
Developer: Nintendo (various subsidiaries)

-Kirby is a good example of a "secondary mascot"- a guy that's iconic to one company (Nintendo), but hardly the main guy (Mario). Exclusive to Nintendo is the Kirby series, an Action Game set around a cute little pink blob whose specialty is to inhale various weapons and enemies, and shoot them back out. In the second game, he develops the ability to take their POWERS while he does this, giving the series another wrinkle. Popular, particularly because his games are cute and easy enough to appeal to children, Kirby has reappeared countless times over the years, with games still coming out to this day. I've only played the original, and found it a fun little distraction on boring trips- it was definitely easy enough to finish after you'd spend a day or two on mastering it.
-Kirby is somewhat notable for the fact that they airbrush "angry eyebrows" onto him for some American releases, giving us the trope "American Kirby Is Hardcore"- apparently he's just TOO cute, and they have to nullify it with some good old American fury. Many of his games cross genres and styles, but generally he's an action star.

KIRBY
Role:
The Hero
PL 8 (101)
STRENGTH
0 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Aerobatics 2 (+6)
Athletics 2 (+2)
Close Combat (Inhalation) 2 (+10)
Expertise (Dreamland Defender) 4 (+4)
Insight 2 (+4)
Perception 2 (+4)
Ranged Combat (Fire Out Enemy) 6 (+10)

Advantages:
Improved Critical (Fire Out Enemy), Precise Attack (Ranged/Cover), Ranged Attack 2

Powers:
"Mimic Powers" Variable (Enemy Powers) 4 (Flaws: Limited to Inhaled Enemy's Powers) (24) -- [28]
AE: "Suck In Air" Flight 2 (8 mph) (4)
AE: "Fire Out Enemies" Blast 6 (Feats: Variable 2- Any Energy) (Flaws: Limited to After Inhaling Enemy or Object) (8)
AE: "Inhale Enemies" Damage 6 (Feats: Reach 2) (Flaws: Limited to Medium-Sized Foes, Limited to One Foe At a Time) (4)
AE: "Inhale Enemy Attacks" Deflect 8 (Extras: Reflection) (16)

Features 1: Pliable Skin [1]

Offense:
Unarmed +8 (+0 Damage, DC 15)
Copy Enemy Powers +8 (+4-8 Damage, DC 19-23)
Inhale Enemies +10 (+6 Damage, DC 21)
Fire Out Enemies +10 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +7

Complications:
Enemy (King Dedende)- The King is the self-proclaimed ruler of Dreamland, and Kirby must constantly defend it.

Total: Abilities: 44 / Skills: 20--10 / Advantages: 4 / Powers: 29 / Defenses: 14 (101)

-Kirby is a cheerful, cute mascot-type, but wields a variety of powers, usually after inhaling an enemy. He has a lot of neat capabilities, but unfortunately they can only be used at once- if he inhales an enemy, he has to stop flying. In many games, he gets additional power-ups (usually for Blasts or a Sword attack) and even Animal Companions which have their own powers (often a damaging attack with great reach). Once inhaling an enemy (a standard Damaging attack, since the enemy counts as dead from this point), he can either fire them out like a Blast, or copy some of their powers if they're the right kind of thing. Kirby is a solid PL 8 action star, but costs fairly little points since the games are rather simple and don't require a lot of fancy stuff for Skills & Advantages.

PITFALL!:
Game Type: Side-Scrolling Action Game
Release Date: 1982
Developer: Activision

-The original Pitfall is old as balls, but is one of the most-ancient forms of a game that's still around- the Platformer. You play a little Indiana Jones-lookin' dude who spends his time running around, swinging on vines, and jumpig over crocodiles. Naturally, there's a time limit to complete the game, and you have to collect 32 treasures from a jungle in 20 minutes. Oddly, it's NOT an Arcade game- it was released for the Atari 2600 (selling FOUR MILLION COPIES). It inspired a whole generation of games, as this was one of the defining side-scrollers of the time (many games were still just "One-Screen" types)- it's credited with basically inventing the Side-Scrolling Platformer. Since this was 1982, a single developer, David Crane, came up with the entire game (after coming up with a way to "realistically" animate a running man- before then a spectacularly-difficult prospect), making everything based off of need ("okay, so he's running- running through what? What's the path? What's he collecting? What's in his way?"), and completing it in about 1,000 hours.
-There was a short-lived Animated Series, and a sequel came out the following year. It did well enough (and is considered the BEST Atari 2600 game of all time by Retro Gamer Magazine- it added extra power to the six-year old console by building gear right into the game's cartridge), but the next one to come out (save a Nintendo re-release) was Pitfall: The Mayan Adventure, an SNES game that made Harry into a 16-bit action star. The game was considered decent, but not spectacular (the controls, especially on Genesis & Sega CD, were especially criticized), and basically vanished. Pitfall 3D (with Bruce Campbell as the star) came out four years later for the PlayStation. As such, it's not as big an icon as many other games of its era, but that's still a pretty impressive lifespan for a series.

PITFALL HARRY
Role:
Treasure Hunter
PL 7 (94)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Athletics 10 (+12)
Expertise (Survival) 8 (+11)
Investigation 3 (+6)
Perception 5 (+8)
Stealth 2 (+7)
Treatment 2 (+4)

Advantages:
Defensive Attack, Equipment 2 (Jungle Adventurer Gear, Throwing Rocks +3- Diminished Range), Fearless, Improved Defense, Ranged Attack 8

Offense:
Unarmed +6 (+2 Damage, DC 17)
Throwing Rocks +10 (+3 Ranged Damage, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Treasure)

Total: Abilities: 52 / Skills: 32--16 / Advantages: 12 / Powers: 0 / Defenses: 14 (94)

-The original Harry has no weapons- he simply has to jump over obstacles in a forced speed-run. This build features some Throwing Rocks available to his son in The Mayan Adventure. He's about PL 6.5- the games use rather pedestrian enemies (wild pigs, crocodiles, skeletons), and the final boss is a large, plodding Mayan Statue come to life that doesn't do much. Therefore, he doesn't need to be all that tough.

"WISE FROM YOUR GWAVE!!"
-the slurred vocal effect at the beginning of the game


ALTERED BEAST:
Game Type: Beat 'Em Up
Release Date: 1988
Developer: Sega

-Altered Beast was probably the System Seller for the original Sega Master System- the game looked much better than other games at the time. The game (originally for Arcade cabinets) was set in Ancient Greece, and you're a bad-ass sent by Zeus to rescue his daughter Athena. The point of the game is to run around in dude-ly form, gathering power-ups so that you could transform into increasingly more bad-ass forms. Of particular note is the cool graphic flashing as your face slowly flickers into the form of a friggin' WEREWOLF, which begins blitzing around the screen with an energy spike in front of it. You upgrade from a Werewolf, to a "Thunder Weredragon", a Werebear, a Weretiger, and a more powerful Golden Werewolf. Note that the original arcade version allowed for TWO players, meaning the other guy got to be a different color.
-My friend Robbie owned this game, telling me that "I used to go to bed every night and pray that I would get it", but I only saw it played a bit. I didn't play it myself until I got a Genesis Collection for PS2. I did okay at it, but got stuck on some level with a lot of jumps, which I just couldn't manage to time properly (not sure if there was a controller issue or what- I just couldn't manage to jump FAR enough. Watching a playthrough shows that maybe I just wasn't using the Bear form's "Flying Strike" attack to jump high enough in Level 3). It proved popular enough to end up on a ton of systems, including the Genesis, PC Engine and various computer types- it was even the PACK-IN game for the original Genesis, until he was traded out for a certain azure insectivore.
-Despite its popularity, the game is generally considered to be an ancient relic that's been surpassed many times over- it's simplistic and a bit clumsy to play. All you really do is walk in a straight line and one-shot everything in front of you until you get three blue orbs and morph into a monster. It barely received a proper sequel- a PS2 game called Project Altered Beast is unconnected to its world, and a 2002 Game Boy Advance sequel was also released.

ALTERED BEAST GUY
Role:
Risen Soldier
PL 5 (124) Human, PL 7 (124) Powered-Up, PL 9 (124) Beast, PL 10 (124) Golden Wolf
STRENGTH
2/5 STAMINA 5 AGILITY 3/5
FIGHTING 8/10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+4)
Expertise (Soldier) 6 (+6)
Intimidation 3 (+5)
Perception 1 (+2)
Ranged Combat (Energy Blasts) 4 (+10)

Advantages:
Fearless, Improved Critical (Unarmed), Ranged Attack 6, Takedown

Powers:
"Power... Up!" (All Have Flaws: Limited to Amount of Blue Energy Balls Collected)
Enhanced Strength 3 [3]

"Beast Forms" Shapeshift (Beast Forms) 8 (Flaws: Limited to With Three Blue Energy Balls Collected, Limited to One Specific Form Per Level) [48]
Enhanced Agility 2 (4)
Enhanced Fighting 2 (4)
Enhanced Skills 8: Athletics 4 (+8), Intimidation 4 (+9) (4)
Enhanced Advantages 4: Great Endurance, Move-By Action, Startle, Takedown +1 (2 total) (4)
Speed 2 (8 mph) (2)

"Unique Powers"
"Wolf Form"
"Fireball" Blast 5 (10) -- (11)
AE: "Energy Strike" Strength-Damage +2 (1)

"Tiger Form"
"Fireball" Blast 5 (10) -- (11)
AE: "Energy Strike" Strength-Damage +2 (1)
Leaping 1 (15 feet) (1)

"Dragon Form"
"Lightning Aura" Damage 5 (Extras: Reaction +3) (20) -- (21)
AE: "Electrical Bolt" Blast 5 (5)
Flight 2 (8 mph) (Flaws: Winged) (1)

"Bear Form"
"Spinning Bear Attack" Damage 5 (Extras: Reaction +3) (20) -- (21)
AE: "Stone Breath" Damage 7 (7)

"Golden Wolf Form"
"Fireball" Blast 6 (12) -- (13)
AE: "Energy Strike" Strength-Damage +3 (3)
Enhanced Fighting 1 (2)
-- (29-39 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Power... Up! +8 (+5 Damage, DC 20)
Wolf, Bear & Tiger Forms +10 (+7 Damage, DC 22)
Dragon & Bear Auras +10 (+5 Damage, DC 20)
Golden Wolf Form +11 (+8 Damage, DC 23)
Wolf, Tiger & Dragon Energy Blast +10 (+5 Ranged Damage, DC 20)
Initiative +3 (+5 Beast Forms)

Defenses:
Dodge +9 (+11 Beast, DC 19-21), Parry +9 (+11 Beast, DC 19-21), Toughness +5, Fortitude +6, Will +7

Complications:
Motivation (Rescuing Athena)- Zeus's daughter has been captured by the evil Neff, and a fallen soldier has risen from the grave to save her.

Total: Abilities: 42 / Skills: 16--8 / Advantages: 9 / Powers: 51 / Defenses: 14 (124)

-In Altered Beast, you play a simple guy who has to beat on armies of slow-moving zombies and other simple beasts, but each time you kill a white flickering Cerberus dog, you can get a Blue Energy Ball that powers you up- first into a guy with a ripped shirt, and then into a LUDICROUSLY-muscular hero with a tiny head and only his underwear on. From there, you transform into a mighty Beast Form, which allows you to crush the enemies much more quickly. In each level, you get to play a different Beast.
-I chose to include the powered-up forms in the statline, though in many cases I just leave that stuff off. It's a fairly ubiquitous thing in the game- you kill the Cerberuses and gain power-ups through each very-short level. I included Limits because you slowly upgrade your strength (+1, then +3), and a similar limit on the enhanced Beast Forms' powers, which also increase various stats (Strength, Speed, Agility, etc. You move from a PL 5 nobody to a powered-up PL 6.5 form, and finally to a PL 8.5 Beast. Most have similar powers, but the Werewolf & Tiger are the cheapest, while the Dragon is most expensive- it's easiest to put all of that under a "Shapeshift" Power.

PAC-MAN:
Game Type: Single-Screen Action Game
Release Date: 1980
Developer: Namco

-Pac-Man remains one of the biggest icons in all of gaming, thanks to the sheer ADDICTIVENESS of his game, and that of his Distaff Counterpart- Ms. Pac-Man (who of course has lipstick and a bow on her head)- who was in an even better game. The thing is like most old games- extremely simple, yet horribly difficult at times- you have to run around eating all of these little pellets, avoiding fast-moving ghosts. You can't hurt them... until you eat the GIANT pellets, which turns the ghosts into vulnerable foes that you can injure until they regenerate in their little "ghost house" thing. Like many games of its era, it didn't really have an end- getting to Level 256 created a "kill screen" thanks to flaws in the game's code. The purpose of course was to hit a high number of points- the world record is currently *3,333,360*. In Japan, he was called something like "Puck-Man" or "Pakkuman" (their onomatopoeia for eating is "pakku-pakku"), but arcade operators in the States were a bit nervous about graffiti artists altering "Puck-Man" titles, and so he became "Pac-Man".
-Despite the popularity of the series, this genre of gaming really couldn't last, and so most sequels in the past few decades have been unsuccessful games in different genres- the Super Nintendo era brought us Pac-Man in a standard side-scroller.

PAC-MAN & MS. PAC-MAN
Role:
The Hero
PL 5 (43)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+6)
Close Combat (Unarmed) 2 (+6)

Advantages:
Improved Defense, Move-By Action

Offense:
Unarmed +6 (+0 Damage, DC 15)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +2, Fortitude +3, Will +6

Complications:
Enemy (The Ghosts)

Total: Abilities: 24 / Skills: 8--4 / Advantages: 2 / Powers: 0 / Defenses: 13 (43)

-Pac-Man and his Distaff Counterpart aren't elite fighters- in fact, they're completely helpless against the Ghosts unless they eat one of those giant pellets, which converts the Ghosts into devourable-victims who instead try to avoid the hero.

THE GHOSTS (Blinky, Inky, Pinky & Clyde)
Role:
The Enemy
PL 6 (76)
STRENGTH
2 STAMINA -- AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Close Combat (Unarmed) 2 (+6)

Advantages:
Power Attack, Set-Up, Startle, Teamwork

Powers:
"Undead Ghosts"
Immunity 30 (Fortitude Effects) [30]
Protection 2 [2]
Insubstantial 4 [20]

"Ghostly Attack" Damage 6 (Extras: Affects Corporeal) [12]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Ghostly Attack +6 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude --, Will +0

Complications:
Enemy (The Ghosts)
Vulnerable (Power Pellets)- Pac-Man eating a giant Power Pellet causes the Ghosts to change color and become vulnerable to being eaten. They lose Insubstantial and Ghostly Attack.

Total: Abilities: 0 / Skills: 2--1 / Advantages: 4 / Powers: 64 / Defenses: 7 (76)

-Amazingly, the Ghosts actually follow DIFFERENT RULES. The red ghost (Blinky) always chases Pac-Man. The pink & blue ghosts (Pinky & Inky) try to position themselves in front of him. The orange ghost (Clyde in Pac-Man, Sue in Ms. Pac-Man) was believed to have moved at random, but people analyzing the game's code (jesus that's so nerdy I love it) discovered that it chases Pac-Man most of the time, but moves towards the lower-left portion of the screen when it gets too close. And initially, they were thought of to be octopi or any number of things- the "ghost" thing didn't stick until the graphics in the Atari 2600 version caused them to flicker.
-The Ghosts are invincible most of the time, packing the ULTRA-cheesy "Insubstantial Attack" power, which allows them freedom to do whatever they want. Only once the Power Pellets are eaten do they become vulnerable.

A BOY AND HIS BLOB- TROUBLE ON BLOBONIA:
Game Type: Single-Screen Action/Puzzle Game
Release Date: 1989
Developer: Imagineering

-This game has absolutely fascinated me ever since I first heard about it- it was given a Strategy Guide of sorts back in a How To Win At Nintendo guidebook I received as part of a Scholastic Book Sale thing, and I found every part of it creative and interesting. Except, of course, I NEVER PLAYED IT. I mean, where the hell was I gonna go to find it? If you didn't have a friend who owned it, and it wasn't at the local video store, you weren't gonna get it. I don't remember being tortured by this fact- I just never ended up playing the thing, despite being interested in it.
-It's basically an E.T.-type story of a regular boy who finds an alien Blob out to rescue his home planet. The gameplay is side-scrolling in nature, with you playing the boy, who has to feed his Blob different-flavored jellybeans that allow him to change his shape into useful objects that allow them to complete their quest- most of them contain some form of horrible pun or cute wordplay (apple-flavored jellybeans allow him to become a jack- "applejack", get it?). The game doesn't scroll sideways- instead you have to traverse a number of "screens", moving between one and the next.
-The game is well-known (probably more for its bizarre name than anything else), but wasn't overly-successful- the "franchise" (such as it was) spent YEARS collecting dust before a modern revamp. And curiously, it was developed by the same guy who made Pitfall.

BLOBERT
Role:
The Blob
PL 7 (58)
STRENGTH
-2 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Persuasion 2 (+4)

Advantages:
None

Powers:
Movement 1 (Slithering) [2]

"Shapeshifting"
"Orange- Vitablaster" Blast 6 (Feats: Accurate 4) (Extras: Affects Others, Multiattack) (Flaws: Source- Orange-Flavored Jellybean) (22) -- [35]
AE: "Apple- Jack" Power-Lifting 8 (Flaws: Source- Apple-Flavored Jellybean, Distracting) (2)
AE: "Cinnamon- Blowtorch" Damage 6 (Extras: Area- 30ft. Line) (Flaws: Source- Cinnamon-Flavored Jellybean) (6)
AE: "Coconut- Thrown Blob" Blast 5 (Feats: Accurate 4) (Extras: Affects Others Only +0) (Flaws: Source- Coconut-Flavored Jellybean) (9)
AE: "Cola- Underwater Bubble" Immunity 2 (Drowning, Pressure) (Extras: Affects Others) & Swimming 2 (Flaws: Source- Cola-Flavored Jellybean) (2)
AE: "Honey- Hummingbird Form" Morph 1 (Feats: Metamorph) (Flaws: Source- Honey-Flavored Jellybean) (5)
AE: "Ketchup- Catch Up!" Teleport 8 (Extras: Accurate) (Flaws: Source- Ketchup-Flavored Jellybean, Limited to the Boy's Place) (8)
AE: "Licorice- Ladder" Elongation 2 (Flaws: Limited to Vertical Stretching, Source- Licorice-Flavored Jellybean) (1)
AE: "Lime- Key" Movement 2 (Permeate) (Flaws: Limited to Doors, Source- Lime-Flavored Jellybean) (1)
AE: "Punch- Hole" Movement 2 (Permeate) (Flaws: Limited to Horizontal Surfaces, Source- Punch-Flavored Jellybean) (1)
AE: "Root Beer- Rocket" Space Travel 2, Morph 1 (Feats: Metamorph) & Immunity (Life Support) (Extras: Affects Others) (Flaws: Source- Root Beer-Flavored Jellybean) (14)
AE: "Strawberry- Bridge" Elongation 2 (Flaws: Limited to Horizontal Stretching, Source- Strawberry-Flavored Jellybean) (1)
AE: "Tangerine- Trampoline" Leaping 3 (Extras: Affects Others Only) (Flaws: Source- Tangerine-Flavored Jellybean) (1.5)
AE: "Vanilla- Umbrella" Movement 2 (Safe Fall) (Extras: Affects Others) (Flaws: Source- Vanilla-Flavored Jellybean) (4)
Offense:
Unarmed +0 (-2 Damage, DC 13)
Vitablaster +8 (+6 Ranged Damage, DC 21)
Blowtorch +6 Area (+6 Damage, DC 21)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +0, Fortitude +1, Will +5

Complications:
Enemy (The Emperor)- The evil Emperor only allows his subjects a diet of sweets.

Total: Abilities: 4 / Skills: 2--1 / Advantages: 0 / Powers: 37 / Defenses: 16 (58)

-The Blob is typically a worthless fighter, but certain jellybeans give him great power- the Vitablaster is the most-worthwhile weapon, but requires finding ammunition. The rest are usually puzzle-related- Root Beer jellybeans are required to transform the Blob into the rocket to Blobonia. Strawberry & Licorice lets him turn into a bridge and a ladder, respectively. Ketchup lets him "Catch Up" to the Boy if he falls too far behind. He can get through locked doors with Lime (KEY LIME OH JESUS I FIGURED IT OUT JUST NOW), and "punch" a hole in the ground and fall through thanks to Punch. Bubbly Cola allows him to form a bubble that lets the Boy move underwater, while he can turn into a nectar-seeking HUMMINGBIRD with Honey. And an Apple jellybean is required to finish the game, as the Emperor sits beside something that can only be knocked onto him if you use the Blob's "Jack" form to tip it over.

LITTLE NEMO: THE DREAM MASTER:
Game Type: Side-Scrolling Platformer
Release Date: 1990
Developer: Capcom

Plathrough

-This game is based on an anime film, which is itself based off of a VERY popular comic strip from the early 20th Century- Little Nemo in Slumberland was one of the few strips considered a work of art in its own right. Little Nemo himself is a little boy who travels freely through his own dreams on a bed that walks- the surrealistic dreamscapes were a major selling point of the comic and presumably, the anime (which I've never heard of). The purpose of this Capcom-designed NES game was to travel to the Nightmare Land to rescue Morpheus (King of Slumberland) from the evil Nightmare King (jesus christ that's a freaky name for a kid show's villain). Nemo has to collect a number of keys through some very large levels, and turn the locks at level's end (if you don't have enough, you'll have to go back). There are animals you can feed, allowing you to use their powers.

LITTLE NEMO
Role:
Platformer Hero
PL 7 (69), PL 8 (69) With Morning Star
STRENGTH
0 STAMINA 3 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+6)
Deception 2 (+3)
Perception 3 (+4)
Persuasion 2 (+3)
Ranged Combat (Candy) 4 (+6)
Stealth 1 (+5)

Advantages:
Agile Feint, Defensive Attack, Improved Defenses, Ranged Attack 2

Powers:
"Morning Star" (Flaws: Easily Removable) [13]
Blast 8 (Feats: Acurate 3, Power Attack) (20) -- (21 points)
AE: "Spectre Smash" Strength-Damage +4 (Feats: Accurate 3) (7)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Frog Stomp +8 (+6 Damage, DC 21)
Gorilla Punch +6 (+7 Damage, DC 22)
Hornet's Sting +6 (+3 Ranged Damage, DC 18)
Sceptre Smash +10 (+4 Damage, DC 19)
Morning Star +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +5

Complications:
Hatred (Girls)- Nemo is invited to hang out with a Princess in Slumberland- his primary concern is that she's A) a girl, and B) may try to kiss him. Only the offer of candy is enough to convince him to go.

Total: Abilities: 26 / Skills: 18--9 / Advantages: 5 / Powers: 13 / Defenses: 16 (69)

-Nemo is your everyday Platformer Hero, able to leap about and run all over the place, but lacks superior weaponry. A key conceit in the game is to able to throw candy at animals to lull them to sleep, then touch them to gain power- you can either wear the animal like a suit (...), or ride them- some of these make you tougher, but most give you enhanced Movement capabilities- Gorillas & Purple Lizards have Wall-Crawling/Climbing, Bees can fly, Moles can dig, Frogs can jump high, etc. The first two levels are more maze-like than particularly difficult-looking (meaning you'll probably die by attrition rather than difficult sections), but the THIRD stage is a doozy- essentially, you're on a moving train and EVERYTHING IS TRYING TO KILL YOU. At one point, the spiked ceiling swings towards you so quickly that only memorization and insane reflexes will save you... oh, and flying planes are still diving at you. The only forgiving part is that the level offers you tons of potential keys, because otherwise you'd miss something with a wrong jump and lose.
-In the game, Nemo does not attack- only with Animals merged with you can you actually hurt them- Frogs can stomp, Gorillas can punch, etc. After seven levels, however, the "key" dynamic is gone and you fight through three stages of Nightmare Land while wielding a "Morning Star" that sends out Blasts. Nemo's enemies are pretty small and not that hard to beat, but by the end levels with the Morning Star he becomes a PL 8 fighter (though the Blast is only at a 45-degree angle, which allows you to strike the Green Penguin, Flying Bird and Nightmare King from their elevated positions).

Power Upgrades:
Frog: Leaping 2, Swimming 2, "Stomp" Damage 6 (Accurate 2) (Flaws: Acrobatics Check Required) [9]
Mole: Burrowing 6, Toughness +2, Cannot Jump [8]
Lizard: Speed 2, Toughness +2, Wall-Crawling 2 [8]
Gorilla: Strength +7, Close Attack 2, Toughness +5, Athletics +6 [24]
Hermit Crab: Burrowing 6, "Pincers" Damage 4 (Accurate 2), Cannot Jump [12]
Hornet: Flight 4, Toughness +2, "Stingers" Blast 3 (Accurate 2) [18]
Flounder: Swimming 5, Toughness +5 [10]
Mouse: Leaping 1, "Mallet Attack" Damage 6, Toughness +5, Wall-Crawling 2 [16]
* Note: Only the Frog, Flounder & Hermit Crab can swim- the others will instantly start to drown in the water.

Q*BERT:
Game Type: Single-Screen Action/Puzzle Game
Release Date: 1982
Developer: Gottlieb

-Q*bert has oddly become something of a Gaming Icon- not in the sense of Mario or Sonic or anybody like that, but as an odd exemplifier of "Bygone Gaming"- a character that no longer exists in any real way, and represents his own era (Wreck-It Ralph depicts him as one of the "Homeless" game characters, as his machine was unplugged). Pac-Man almost does the same thing, but he's much more famous AND has the occasional modern thing showcasing him. Q*bert is more of an old relic. His game debuted in arcades in 1982, boasting an "isometric" viewpoint and a large pyramid where you had to jump on the cubes and thus change their colour. Once you'd done so for the entire thing, you passed the stage (later stages of course made you jump on each cube TWICE). And of course there were tons of enemies. Like many early arcade games, the story & purpose made no sense and was unimportant- it was just there to present a challenge.
-The company that made the game- Gottlieb- is better known for Pinball Games (an industry that was once so big that Video Games were forced to release their products at PINBALL-related Conventions- even the Consumer Electronics Show disrespected the industry so much that they eventually bailed on them to produce E3's Electronics Expo). This was their only really successful video game. Though well-known, Q*bert didn't have a lot of later success- that he appeared right BEFORE the Great Video Game Crash of 1983 didn't help. He DID get some animated segments on TV in 1983, however- he was made a High School student with arms & hands, and could shoot black pellets out of his nose.

Q*BERT
Role:
The Hero
PL 4 (32)
STRENGTH
-1 STAMINA 0 AGILITY 4
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 7 (+6)
Perception 1 (+1)

Advantages:
Improved Defense, Move-By Action, Uncanny Dodge

Offense:
Unarmed +0 (-1 Damage, DC 14)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +0, Fortitude +1, Will +6

Complications:
Enemy (Coily, Ugg, Wrongway, Slick & Sam)- Coiley is a snake that chases Q*bert, Ugg & Wrongway are purple creatures that crawl up one side of the pyramid each, and Slick & Sam descend the pyramid to change the squares back.

Total: Abilities: 6 / Skills: 8--4 / Advantages: 3 / Powers: 0 / Defenses: 19 (32)

-Q*bert is now best-known for his random expletives when he dies, crying out "@#$*!!" and stuff like that. Red balls will kill him, while green balls will stun enemies- Q*bert has no method of attack except to lure Coily to leap off the pyramid to his death, while Q*bert rides a platform to safety.

GOLDEN AXE:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1989
Developer: Sega

-Among the most-obvious marriages in gaming history was merging Swords & Sorcery/Conan-type stuff with the Beat 'Em Up genre- forming the ultimate Hack & Slash game. Golden Axe was an immediate arcade hit. A Sega exclusive, it was released on the Genesis, giving them their own Final Fight, along with Streets of Rage (combined, it's hard not to see the Genesis as the superior here). The game had many iconic aspects that kept it from just being Double Dragon With Swords- you could play a standard Conan knock-off, a bikini-clad Red Sonja-type, and an axe-wielding Dwarf- not exactly original... BUT you could also use potions to create GIANT FIRESTORMS that could kill all on-screen enemies at once! And many enemies came with various Riding Monsters, and you could knock the dude off of its back, and then RIDE THE MONSTER YOURSELF. So for all its simplistic gameplay, Golden Axe became iconic almost instantly for the sheer fun of riding around on an Altered Beast enemy or a Giant Scorpion, while occasionally raining death from above.
-The plot is simple: Revenge. The villains Death Adder (given the coolest animal name ever) has killed the brother of Gillius the Dwarf, the mother of Ax Battler (who, obviously, wields a... sword? The fu--?), and the parents of Tyris Flare the Hot Chick.
-The series proved popular enough- a sequel (Golden Axe II) was made for the Genesis- all three original characters return. It's generally seen as a rehash of the original game, with nothing really new (though Ax & Gillius now use wind and lightning magic, respectively). Golden Axe: The Revenge of Death Adder was released for Arcades in 1992- you now play Goah the Giant, Stern the Barbarian, Dora the Kentauride (lady Centaur) and Little Trix the Elf. I remember seeing a lot more of this one when I was younger- a cabinet even ended up in my University's Arcade (back when it actually had one) in 2002! Despite it's popularity, this one never hit a home console. Golden Axe III came out for the Mega Drive of Japan in 1993, by which point the shine was off the franchise. Now, you have Proud the Giant, Cragger the Black Panther-Man, Chronos Rait the Swordsman, and Kain Grinder & Sarah Burn- similar to Ax & Tyris from the first game. In this game, you could use different kinds of attacks (such as projectiles). The game is apparently QUITE bad, to the point that Sega refused to localize it to the States.
-The series didn't continue on to a great extent after that- the third Mega Drive/Genesis game was the final one of the old style. Golden Axe: The Duel was an Arcade & Sega Saturn game in 1995, and was the then-ultra-popular 2-D Fighting Game- it was considered decent, but pretty middling. The cast included Kain Blade (generic guy), Milan Flare (heroic Princess and descendant of Tyris), Gillius Rockhead (dwarf and Gililus's descendant), Zoma (Evil Vizier), Doc (Good Doctor), Keel (Ambitious Elf), Jamm (Wild Girl), Panchos (Adventuring Youngster), Green (Half-Plant), Death Adder (Risen once more) and the Golden Axe itself- imagined as a sentient golden warrior. Golden Axe: Beast Rider came out in *2008*, but was seen as pretty abysmal (it featured Tyris Flare and was themed around the Riding Beasts that were so iconic).

AX BATTLER
Role:
Barbarian Warrior-Hero, The Average Guy
PL 9 (102)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+9)
Expertise (Warrior) 5 (+5)
Insight 2 (+4)
Intimidation 5 (+8)
Perception 2 (+4)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Equipment 1 (Sword +3), Fast Grab, Fearless, Improved Critical (Sword), Power Attack, Quick Draw, Startle, Takedown

Powers:
"Earth Magic" Damage 7 (Extras: Area- 30ft. Burst, Selective) (Flaws: Source- Potions -2) [7]
(Notes: Burst Damage 5- 15 feet on 1-2 Potions, Burst Damage 6- 15 feet on 3-4 Potions, Burst Damage 6- 30 feet on 4 Potions, Full Power on 6 Potions)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +12 (+6 Damage, DC 21)
Earth Magic +5-9 Area (+5-9 Damage, DC 20-22)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +7

Complications:
Enemy (Death Adder)- Death Adder killed Ax's mother.

Total: Abilities: 60 / Skills: 20--10 / Advantages: 11 / Powers: 7 / Defenses: 14 (102)

-Ax Battler is a pretty generic hero, drawn with the usual glorious, sweat-soaked, muscular physique. He's the "Average Guy" of the first Golden Axe game, despite his beefy body, wields Earth Magic (that turns bad guys to dust when they die), and of course, wields a SWORD, despite being named "Ax Battler". What, did he rebel against his parents' wishes? Is there some legacy of wielding Axes in his family that has somehow been ruined by Battler instead choosing the simple Broadsword as his armament?
-Ax is the "Ryu" of the trio of characters in the first Golden Axe- a balance of Strength and Speed, as well as an average of Magical Power- his Earth Powers create explosions and/or boulders. Their Potion-Based Magic has a -2 Source Flaw- this means that they can only pull off smaller attacks with limited Potions, and need a LOT of Potions to cast a major spell- 6 aren't easy to come by, especially as tiny gnomes may try to steal your magic as you sleep.

GILIUS THUNDERHEAD
Role:
Dwarf Warrior-Hero, The Powerhouse
PL 9 (105)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+8)
Expertise (Warrior) 6 (+6)
Insight 2 (+4)
Intimidation 6 (+8)
Perception 2 (+4)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Equipment 1 (Sword +3), Fast Grab, Fearless, Improved Critical (Axe), Power Attack, Quick Draw, Startle, Takedown

Powers:
"Lightning Magic" Blast 8 (Feats: Indirect- From Above, Accurate 3) (Extras: Multiattack) (Flaws: Source- Potions -2) [12]
(Notes: Burst Damage 5- 15 feet on 1 Potions, Blast 6- Split on 2-3 Pots, Full Power on 4 Pots)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Axe +11 (+7 Damage, DC 22)
Lightning Magic +8 (+8 Ranged Damage, DC 23)
1 Pot Magic +5 Area (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +7

Complications:
Enemy (Death Adder)- Death Adder killed Gilius's twin brother.

Total: Abilities: 58 / Skills: 20--10 / Advantages: 11 / Powers: 12 / Defenses: 14 (105)

-Gilius Thunderhead (oh my god this series has AMAZING names) is a Dwarf, but only sligthly shorter than the other two- he's a HUGELY-muscular guy, too- and the powerhouse of the trio. He has better range thanks to his long axehandle, and is considered the favorite of most "advanced users" (according to GameFaqs, anyways), but his Magic is weaker, and he isn't the best for newbies. With 1 Potion thing, he creates a minor Burst; with 2-3, he creates a set of travelling Lightning Bolts; with 4, he creates three large Bolts of slightly more damage that he can do with his Axe (and Multiattacked), but it's only PL 8 overall thanks to poorer accuracy.

TYRIS FLARE
Role:
Sexy Amazonian Warrior-Hero, The Speedster
PL 9 (105)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+8)
Expertise (Warrior) 6 (+6)
Insight 3 (+5)
Intimidation 2 (+5)
Perception 3 (+5)

Advantages:
All-Out Attack, Defensive Attack, Diehard, Equipment 1 (Longsword +3), Fast Grab, Fearless, Improved Critical (Sword), Power Attack, Quick Draw, Startle, Takedown

Powers:
"Fire Magic" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Source- Potions -2) [9]
(Notes: Blast 6- Accurate 3 & Multiattack on 1-4 Potions, Blast 7- Multiattack on 5 Pots, Burst Damage 6 on 6 Pots, Burst Damage 7 on 7 Pots, Burst Damage 8 on 8 Pots, Full Power on 9 Pots)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Longsword +13 (+5 Damage, DC 20)
Fire Magic +9 Area (+9 Damage, DC 24)
1-4 Potions Fire +8 (+6 Ranged Damage, DC 21)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +4, Fortitude +5, Will +7

Complications:
Enemy (Death Adder)- Death Adder killed both of Tyris's parents.

Total: Abilities: 62 / Skills: 20--10 / Advantages: 10 / Powers: 9 / Defenses: 14 (105)

-As Ax Battler is to Conan the Barbarian, Tyris Flare is to Red Sonja. She's a bikini-clad swordfighting Amazon, and is thus PERFECT for this world. She's more accurate and speedier than the other two, but weaker physically- this slight imbalance (in M&M gaming, fortune slightly favors the one doing more damage) is EASILY made up for by the fact that her Magic is by far the best of the trio. As you might imagine from her name, her power is Fire Magic. At the lowest level, some Phoenixes come out and set fire to things;

KAIN GRINDER
Role:
Barbarian Warrior-Hero, The Average Guy
PL 9 (102)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+9)
Expertise (Warrior) 5 (+5)
Insight 2 (+4)
Intimidation 5 (+8)
Perception 2 (+4)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Equipment 1 (Sword +3), Fast Grab, Fearless, Improved Critical (Sword), Power Attack, Quick Draw, Startle, Takedown

Powers:
"Ice/Water Magic" Damage 7 (Extras: Area- 30ft. Burst, Selective) (Flaws: Source- Potions -2) [7]
(Notes: Burst Damage 5- 15 feet on 1-2 Potions, Burst Damage 6- 15 feet on 3-4 Potions, Burst Damage 6- 30 feet on 4 Potions, Full Power on 6 Potions)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +12 (+6 Damage, DC 21)
Ice Magic +5-9 Area (+5-9 Damage, DC 20-22)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +7

Complications:
Enemy (Death Adder)- Death Adder killed Ax's mother.

Total: Abilities: 60 / Skills: 20--10 / Advantages: 11 / Powers: 7 / Defenses: 14 (102)

-Kain is the "Average Guy" of Golden Axe III, and is basically a clone of Ax Battler from the first two Genesis games. He's a former Mercenary who uses Ice & Water Magic.

SARAH BURN
Role:
Sexy Amazonian Warrior-Hero, The Speedster
PL 9 (114)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 14 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 6 (+8)
Expertise (Warrior) 6 (+6)
Insight 3 (+5)
Intimidation 2 (+5)
Perception 3 (+5)

Advantages:
All-Out Attack, Defensive Attack, Diehard, Equipment 1 (Short Blade +2), Fast Grab, Fearless, Improved Critical (Sword), Improved Initiative, Power Attack, Quick Draw, Startle, Takedown, Uncanny Dodge

Powers:
"Fire Magic" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Source- Potions -2) [9]
(Notes: Blast 6- Accurate 3 & Multiattack on 1-4 Potions, Blast 7- Multiattack on 5 Pots, Burst Damage 6 on 6 Pots, Burst Damage 7 on 7 Pots, Burst Damage 8 on 8 Pots, Full Power on 9 Pots)

"Double-Jump" Leaping 1 (15 feet) [1]

Offense:
Unarmed +14 (+2 Damage, DC 17)
Short Blade +14 (+4 Damage, DC 19)
Fire Magic +9 Area (+9 Damage, DC 24)
1-4 Potions Fire +8 (+6 Ranged Damage, DC 21)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +4, Fortitude +5, Will +6

Complications:
Enemy (Death Adder)- Death Adder killed both of Tyris's parents.

Total: Abilities: 64 / Skills: 28--14 / Advantages: 12 / Powers: 10 / Defenses: 14 (114)

-Sarah Burn is a similar character to Tyris in Golden Axe III. Her blade is very tiny, so I upgraded her accuracy to compensate. She's a dancer who can use a "Double Jump" as well.

GOAH
Role:
Giant Warrior-Hero, The Powerhouse
PL 9 (89)
STRENGTH
6 STAMINA 6 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Athletics 2 (+8)
Expertise (Warrior) 5 (+4)
Intimidation 9 (+8)
Perception 2 (+2)

Advantages:
All-Out Attack, Diehard, Equipment 1 (Axe +2), Fast Grab, Fearless, Improved Critical (Axe), Power Attack, Quick Draw, Startle, Takedown

Powers:
"Petrifying Magic" Damage 7 (Extras: Area- 30ft. Cloud +2, Selective) (Flaws: Source- Potions -2) [14]
(Notes: Lesser Damage on Fewer Potions)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Axe +10 (+8 Damage, DC 23)
Magic +8 (+8 Ranged Damage, DC 23)
1 Pot Magic +5 Area (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +6

Complications:
Enemy (Death Adder)

Total: Abilities: 40 / Skills: 18--9 / Advantages: 10 / Powers: 14 / Defenses: 16 (89)

-Goah is a peculiar character- an enormous seven or eight-foot brawler, he carries Gilius (from the first game) on his back. He's slow as hell, but strong as balls, and Gilius throws out Petrifying Magic. I chose to stat them up like they were one entity (really, Gilius ONLY does the Magic... and no, I don't know why he's being carried), and ALL the attacks in the game cause enemies to Petrify, so to me it's just standard-issue damage. He's the strongest character in the series, but his defenses are quite poor- he's lumbering and slow.

STERN BLADE
Role:
Barbarian Warrior-Hero, Ax Battler Clone, The Average Guy
PL 9 (101)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+9)
Expertise (Warrior) 5 (+5)
Insight 2 (+4)
Intimidation 5 (+8)
Perception 2 (+4)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Equipment 1 (Sword +3), Fast Grab, Fearless, Improved Critical (Sword), Power Attack, Quick Draw, Startle, Takedown

Powers:
"Fire Magic" Damage 7 (Extras: Area- 30ft. Burst, Selective) (Flaws: Source- Potions -2) [7]
(Notes: Burst Damage 5- 15 feet on 1-2 Potions, Burst Damage 6- 15 feet on 3-4 Potions, Burst Damage 6- 30 feet on 4 Potions, Full Power on 6 Potions)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +12 (+6 Damage, DC 21)
Ice Magic +5-9 Area (+5-9 Damage, DC 20-22)
Initiative +4

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

Complications:
Enemy (Death Adder)- Death Adder killed Ax's mother.

Total: Abilities: 60 / Skills: 20--10 / Advantages: 11 / Powers: 7 / Defenses: 13 (101)

-Stern is such an obvious clone of Ax Battler from the first game that I'm shocked the Arcade-only sequel (The Return of Death Adder) even bothered to change his name. They just swapped in Fire Magic! There's basically no other difference!

DORA
Role:
Lady Centaur Warrior-Hero
PL 9 (108)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+9)
Expertise (Warrior) 4 (+5)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 2 (+4)

Advantages:
Accurate Attack, All-Out Attack, Close Attack 2, Diehard, Equipment 1 (Double-Ended Staff +1- Split), Fast Grab, Fearless, Improved Critical (Sword), Power Attack, Quick Draw, Startle, Takedown

Powers:
"Lightning & Stone Magic" Damage 7 (Extras: Area- 30ft. Burst, Selective) (Flaws: Source- Potions -2) [7]
(Notes: Burst Damage 5- 15 feet on 1-2 Potions, Burst Damage 6- 15 feet on 3-4 Potions, Burst Damage 6- 30 feet on 4 Potions, Full Power on 6 Potions)

"Kentauride Physiology"
Speed 1 (4 mph) [1]
Morph 1 (Human Female) [5]

Offense:
Unarmed +13 (+4 Damage, DC 19)
Staff +13 (+5 Damage, DC 20)
Lightning Magic +5-9 Area (+5-9 Damage, DC 20-22)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +6

Complications:
Enemy (Death Adder)

Total: Abilities: 64 / Skills: 16--8 / Advantages: 13 / Powers: 13 / Defenses: 11 (108)

-Dora is the most unique aspect about The Return of Death Adder- unlike other characters, she's extremely inhuman. A female CENTAUR, Dora is quite fast and has a powerful kick, but presents a large target (you don't wanna take up twice the ground-space as another character in a Beat 'Em Up- the genre involves way too many villainous crowds). They get around the weirdness of a Centaur riding things by having her suddenly shift to human-legged form whenever she goes astride one of the series's signature Riding Beasts.
-Statistically, Dora is sort of like Stern- a mid-level fighter doing decent damage. However, her Centaurian aspects are countered by her poorer Defenses.

PROUD
Role:
Giant Warrior-Hero, The Powerhouse
PL 9 (94)
STRENGTH
6 STAMINA 6 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+8)
Expertise (Warrior) 5 (+4)
Intimidation 9 (+8)
Perception 2 (+2)

Advantages:
All-Out Attack, Diehard, Equipment 1 (Axe +2), Fast Grab, Fearless, Improved Critical (Axe), Improved Hold, Power Attack, Quick Draw, Startle, Takedown

Powers:
"Earth Magic" Damage 7 (Extras: Area- 30ft. Cloud +2, Selective) (Flaws: Source- Potions -2) [14]
(Notes: Lesser Damage on Fewer Potions)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Axe +10 (+8 Damage, DC 23)
Magic +8 (+8 Ranged Damage, DC 23)
1 Pot Magic +5 Area (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +6

Complications:
Enemy (Damned Hellstrike)

Total: Abilities: 44 / Skills: 18--9 / Advantages: 11 / Powers: 14 / Defenses: 16 (94)

-Proud is from Golden Axe III, and is similar to Goah in that he has Giant heritage. He's a former prisoner of he final villain (Damned Hellstrike, which is EPIC), and is slow yet powerful. I just made him a less-dumb Gaoh.

TRIX
Role:
Pitchfork-Wielding Elf Warrior-Hero
PL 9 (111)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 6 (+9)
Expertise (Warrior) 4 (+5)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 2 (+4)

Advantages:
All-Out Attack, Close Attack 2, Defensive Attack, Diehard, Equipment 1 (Pitchfork +1- Reach), Fast Grab, Fearless, Improved Critical (Pitchfork), Improved Initiative, Power Attack, Quick Draw, Takedown, Uncanny Dodge

Powers:
"Healing Magic" Healing 8 (Flaws: Source- Potions -2) [4]
(Notes: Lesser Healing With Fewer Potions)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Pitchfork +13 (+3 Damage, DC 18)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +15 (DC 25), Toughness +3, Fortitude +5, Will +6

Complications:
Enemy (Death Adder)

Total: Abilities: 68 / Skills: 22--11 / Advantages: 14 / Powers: 4 / Defenses: 14 (111)

-Trix is a very short, Elf-like character wielding a Pitchfork- he looks by far the least-impressive of any Golden Axe character. The most interesting thing about him is that he can cast HEALING MAGIC- his power is to Summon Trees that bear fruit which can heal characters.

RIDING BEASTS
Role:
Riding Monsters
PL 9 (59)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Athletics 5 (+9)
Expertise (Survival) 5 (+5)
Intimidation 9 (+6)
Perception 5 (+5)

Advantages:
Close Attack, Improved Critical (Natural Weapons)

Powers:
Senses 3 (Acute & Enhanced Scent, Low-Light Vision) [3]
"Special Attack" Strength-Damage +1 [1]
"Riding Bonus" Enhanced Parry 2 (Extras: Affects Others Only +0, Limited to Riders) [1]

Offense:
Unarmed +11 (+4 Damage, DC 19)
Special Attack +11 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +11 (DC 21), Toughness +5, Fortitude +5, Will +0

Complications:
Enemy (Death Adder)

Total: Abilities: 36 / Skills: 24--12 / Advantages: 2 / Powers: 5 / Defenses: 4 (59)

-The signature aspects of the Golden Axe universe are the Magical Powers, and then Riding Beasts. See, various enemies will attack you while riding some form of Monster- when you knock the guy down, he's dismounted, and then YOU can ride the creature! This gives you extra power and range- many can shoot energy a little bit ahead of them, protecting you from counterattacks. Since Video Games are MUCH more-defined by the range of attacks than pen & paper RPGs, this is a bit tricky to reflect in the stats- essentially they just have really great accuracy and better defenses than you'd expect from an animal, AND give a bonus to their rider (I actually include this as part of rules for Mounted Combat, though it allows a character to break their defenses).

CHICKEN LENGS- PL 8 (59): None [0]
-Chickenlegs are the first Riding Beasts you get, and are the most-iconic to the series. The same animal is seen as an enemy in Altered Beast- they're short, purple, beaked things with long tails used to attack.
GREEN DRAGON- PL 8 (58): Fire Stream- Damage 7 (Reach 2) [9]
-Green Dragons are the second-best mounts in the first game.
RED DRAGON- PL 8 (78): Blast 8 (Accurate 5) (Diminished Range -2) [19]
-Red Dragons whip out Fireballs, making them the only ranged attacker of the first game.

GREEN MANTIS- PL 8 (76): Fire Blast 7 (Accurate 4), Diminished Range -2) [16]
-Mantises are seen in the Arcade sequel.
BLACK MANTIS- PL 8 (62): Pincers +1 (Improved Critical), Fast Grab [3]
-Black Mantises are rarer, but have some nasty melee attacks.
SKELETAL DRAGON- PL 9 (89): Immunity 30, No Stamina, Speed 1, Fire Blast 8 (Accurate 5) (Diminished Range -2) [30]
-You only ride this briefly in the Arcade sequel, but it's a doozy- high powered Blasts and great speed.
BLUE SCORPION- PL 8 (63): Tail +1 (Reach 2, Improved Critical) [4]
-Scorpions have an electrical burst coming from their tail. They're also ENORMOUS, boasting some of the coolest graphics on the arcade cabinet.
GOLD SCORPION- PL 9 (64): Tail +3 (Reach 1, Improved Critical) [5]
-The Gold Scorpion is a better fighter than the Blue- doing more damage in close combat.

CHRONOS
Role:
Panther-Man Warrior-Hero
PL 9 (122)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+11)
Athletics 6 (+10)
Expertise (Warrior) 4 (+5)
Insight 2 (+4)
Intimidation 6 (+7)
Perception 6 (+8)

Advantages:
Accurate Attack, All-Out Attack, Close Attack 2, Defensive Attack, Diehard, Equipment 1 (Blade +2), Fast Grab, Fearless, Improved Critical (Sword), Improved Defenses, Improved Initiative, Power Attack, Quick Draw, Startle, Takedown 2, Uncanny Dodge

Powers:
"Mist & Lightning Magic" Damage 7 (Extras: Area- 30ft. Burst, Selective) (Flaws: Source- Potions -2) [7]
(Notes: Burst Damage 5- 15 feet on 1-2 Potions, Burst Damage 6- 15 feet on 3-4 Potions, Burst Damage 6- 30 feet on 4 Potions, Full Power on 6 Potions)

"Black Panther Physiology"
Enhanced Skills 4: Stealth +4 (+10) (Flaws: Limited to in Darkness) [1]
"Double-Jump" Leaping 1 (15 feet) [1]
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

Offense:
Unarmed +12 (+4 Damage, DC 19)
Blade +12 (+6 Damage, DC 21)
Magic +5-9 Area (+5-9 Damage, DC 20-22)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +6

Complications:
Enemy (Damned Hellstrike)- Damned turned Chronos into a humanoid Panther.

Total: Abilities: 62 / Skills: 30--15 / Advantages: 18 / Powers: 12 / Defenses: 15 (122)

-Chronos is the coolest and the best character in Golden Axe III- a humanoid Black Panther, he is incredibly agile, and can leap across the screen in an unblockable attack. To reflect this, I gave him the best assortment of Advantages in the series, and overall is is by far the most pricey character in terms of points.

DEATH ADDER
Role:
The Final Boss
PL 11 (163)
STRENGTH
7 STAMINA 10 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+9)
Expertise (Warlord) 9 (+10)
Intimidation 10 (+13)
Perception 3 (+6)

Advantages:
Accurate Attack, All-Out Attack, Close Attack 2, Diehard, Equipment 1 (Axe +3), Fast Grab, Fearless, Improved Critical (Axe), Power Attack, Startle, Takedown 2

Powers:
"Magic-Absorbing Shield" (Flaws: Easily Removable) [32]
Nullify All Magic 12 (Extras: Broad, Area, Simultaneous) (48) -- (49)
AE: "Breathe Fire" Damage 10 (Extras: Area- 30ft. Line) (20)
Enhanced Defenses 2 (4)
-- (53 points)

"Fire Fist" Damage 8 (Extras: Area- 30ft. Line) [16]

Offense:
Unarmed +12 (+7 Damage, DC 22)
Axe +12 (+10 Damage, DC 25)
Breathe Fire +10 Area (+10 Damage, DC 25)
Nullify Magic +12 Area (+12 Nullify, DC 22)
Fire Fist +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (+10 Shield, DC 18-20), Parry +10 (+12 Shield, DC 20-22), Toughness +10, Fortitude +10, Will +8

Complications:
Motivation (Ruling & Killing)

Total: Abilities: 78 / Skills: 24--12 / Advantages: 13 / Powers: 48 / Defenses: 12 (163)

-Death Adder is the killer of the family members of the original trio of Golden Axe characters, but is perhaps best known for having the MOST BAD-ASS NAME IN WORLD HISTORY. Taken from a lethally-venomous snake, his name is perfect for what he is- a vicious, murderous, evil ruler who simply wants to kill and enslave everyone he can. In The Revenge of Death Adder, he returns, and ends up attacking the heroes with a giant shield with a Dragon's face on it- this allows him to both shoot out gouts of flame, AND nullify any attempts at Magic. This is quite dangerous, as he's PL 11 in melee and way more hardcore than any of the individual Barbarian-Heroes, so the pros generally disarm him as quickly as possible (he has three life bars- one takes off the Dragon Shield, another takes off his, and a third will finish him off), then spam out the Magical Potions they've been hoarding all game long (each of which barely takes off much damage, either).

ICE CLIMBER:
Game Type: Side-Scrolling Platformer
Release Date: 1985
Developer: Nintendo

-Now this is a game that I almost literally know nothing about. Part of the issue is I was only four years old when it was released, I'm sure- but it's also had very little play over the years. I'm familiar with its NAME, but that's about all. You play a pair of Inuit-dressing mountain climbers (Nana & Popo) who have to ascend upwards 32 mighty peaks, all to get some stolen food back from a giant condor. It's done Platform-style, with the players jumping over and climbing various obstacles (and hammering away at overhead ice) and enemies on their way to the summit.
-Enemies include Topis (seals in Japan; yetis in the West; they push ice to fill in crevasses, blocking your exit or nullifying the effect you've had on the platform above you), Nitpickers (swooping birds), and White Bears (pound the ice and make the screen move up- they come out when the player is taking too much time). If Nana or Popo are forced off the screen (such as by falling too far, or being too far below when White Bears move the screen up), they die. Naturally, you're being timed. If any part of this sounds easy, keep in mind that you can only get up by breaking through the platforms above you, AND both enemies and icicles are in important spots, AND you can only ascend AFTER you've already broken through the platform. Oh, and some of the platforms are moving by at INSANE speeds, and others will act like conveyor builds that mess up your movement. Because Nintendo hates you.
-The game did okay, but largely vanished from public memory until the main characters appeared in one of the Smash Bros. games.

POPO & NANA
Role:
Mountaineer Heroes
PL 7 (84)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+8)
Athletics 11 (+14)
Expertise (Mountaineer) 8 (+9)
Expertise (Survival) 5 (+7)
Perception 3 (+5)

Advantages:
Equipment (Hammer +3, Boots- Sure-Footed on Ice, Parka), Favored Environment (Icy Mountains), Improved Critical (Hammer)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Hammer +8 (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +10 (DC 10), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Getting Their Food Back From The Condor)

Total: Abilities: 52 / Skills: 30--15 / Advantages: 3 / Powers: 0 / Defenses: 14 (84)

-Popo & Nana are simple Platformer-type heroes, but have VERY high Athletics scores, being great alpine climbers who effortlessly climb mountains and leap through holes they've made in the ceilings of various stages. They're very capable with those hammers, too- one shot will take out the Nitpickers, or stun the Topis. At PL 7, they're good, but not invincible.

PAPERBOY:
Game Type: Diagonal-Scrolling Shooting Game (sorta)
Release Date: 1985
Developer: Atari

-Among the most-popular games among most of my friends was a little one called Paperboy- a game based off of the unbelievably pedestrian idea that you're a paperboy on the WORST FREAKING PAPER ROUTE EVER. Seriously, this kid had to deal with all kinds of shit- dogs, cars, frickin' DEATH HIMSELF... his job sucked. Your mission was to throw newspapers into the proper mailboxes of subscribers... naturally, most kids just tried to hit as much funny stuff as they could- tossing the papers through windows and onto old people sitting on their porches (that was in the sequel). If you can deliver mail to all of the subscribers for an entire "week", you win. Obstacles include runaway lawnmowers, skateboarders, pedestrians, tires, vehicles, an angry housewife, living lawn jockey statues, R/C cars, a heat-seeking tornado, random people dancing for no good reason, and of course, the GRIM REAPER. Naturally, they get more common the further you go down the week. And the isometric viewpoint F's up your aim.
-The game was originally made for the Arcades, and it ended up being the very first NES game developed in America. Paperboy 2, the only real sequel, was released an astonishing SIX YEARS LATER, for most of the available systems (I had no idea there was an SNES version). By that point, the bloom was quite off the rose- six years is a huge amount of time for the video game industry. Sadly, he's mostly remembered as a relic, and doesn't even get much to do in modern times- I didn't even know they made one for the Nintendo 64.

THE PAPERBOY
Role:
The World's Unluckiest Paperboy
PL 5 (35)
STRENGTH
0 STAMINA 0 AGILITY 4
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+8)
Expertise (Paperboy) 4 (+4)
Perception 6 (+6)
Ranged Attack (Newspapers) 8 (+8)

Advantages:
Equipment 2 (Bicycle- +2 Speed, -2 Toughness, Newspapers- Blast 2- Diminished Range -1)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Newspapers +8 (+2 Ranged Damage, DC 17)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +0, Fortitude +1, Will +5

Complications:
Motivation (Finishing This Goddamn Paper Route)
Disabled (Cannot Go Over Curbs)- You have to wait for the next driveway, sucker.
Enemy (That Bitch Housewife, Dogs, The Grim Reaper)- A lot of people hate routine paper delivery.

Total: Abilities: 10 / Skills: 22--11 / Advantages: 2 / Powers: 0 / Defenses: 12 (35)

-The Paperboy is a pretty simple fellow (the sequel offers a Papergirl as well)- he bikes around, throwing his newspaper at the houses of subscribers. The newspapers can do some damage to windows, but the Paperboy is only PL 5 by himself.

BLASTER MASTER:
Game Type: Run & Gun/Vehicle Game
Release Date: 1988
Developer: Sunsoft

-A game I've virtually no knowledge of (though it appears in my old Strategy Guide for Nintendo games), Blaster Master is a relic of the '80s, but features a unique attribute- it's essentially a game in two different genres at once! You spend part of the game in a tank (called, I shit you not, Sofia the 3rd- which sounds like a parody of Disney's Sophia the First... except it pre-dates that show by more than twenty years), and part of it doing a "Run & Gun" thing- the Tank portion is a Platforming Side-Scroller, while the running around is done overhead-style. You often need to backtrack through levels in order to advance. The original title was Super Planetary War Records: Metafight. It was considered a well-made game, but was known for its extreme difficulty level (in the NINTENDO era? Christ, I can't imagine how difficult it must be... research shows that it lacked many Continues, AND had no Save Feature). A popular glitch allowed you to do endless damage to an enemy by throwing a grenade at them and then pausing- doing this for enough time would repeat the damage, to the point where you can kill a Boss with a single shot.
-The game was popular enough to get two spin-offs and two sequels, so was apparently quite successful, though not in Japan, where it was considered a disappointment.

KANE GARDNER/JASON
Role:
Shooting Hero
PL 9 (100), PL 12 (100) in Tank
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Athletics 4 (+6)
Expertise (Soldier) 4 (+6)
Perception 2 (+5)
Ranged Attack (Gun) 4 (+12)
Technology 4 (+6)

Advantages:
Equipment 23 (Gun +6, Grenades +8, Sophia the 3rd), Improved Aim, Improved Critical (Gun), Ranged Attack 4

Equipment:
"Sophia the 3rd"
* as Tank, but with the following:
Flight 6, AE: Swimming 8, AE: Leaping 4 (14-4 for original Speed rank)
Movement 2 (Wall-Crawling) (4)
Defense 10 (4)
AE of Tank Gun: "Thunder Break" Line Damage 10, "Homing Missiles" Blast 12 (Feats: Homing 2), "Multi Warhead Missiles" Blast 12 (Feats: Split 2) (3)
-- (88 points)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Gun +12 (+6 Ranged Damage, DC 21)
Grenades +8 Area (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +7

Complications:
Enemy (Emperor Goez/Plutonium Boss)- The Emperor rules most of known space. Or his name is Plutonium Boss and he rules a race of mutants who live in the Earth's core.
Power Loss (Gun)- The hero's gun will lose power a bit if he takes damage.

Total: Abilities: 46 / Skills: 18--9 / Advantages: 29 / Powers: 0 / Defenses: 16 (100)

-In the original Japanese game, Kane Gardner is the driver of a tank called the Metal Attacker, and is set against an evil Emperor who rules almost the entire galaxy. In the localized version, you're a kid named Jason, who's grown to gigantic size after touching some radiation, and falls down a massive hole in the Earth in order to fight giant... radioactive mutants that live within the planet's core. In Japan, the PLANET is called "Sophia the 3rd", but in America, that's the TANK's name.

ALEX KIDD IN MIRACLE WORLD:
Game Type: Side-Scrolling Platformer
Release Date: 1986
Developer: Sega

-Plenty of people are unaware that it was actually ALEX KIDD, not Sonic the Hedgehog, who was originally Sega's video game mascot. I myself didn't know this until I read The Console Wars, which made casual reference to some character I'd never heard of. Alex is a monkey-looking kid (based off of a mix of Son Wukong the Monkey King and Bruce Lee) with huge ears that fights the evil Janken (who has kidnapped Alex's brother Egle) in a platformer containing many puzzles. He can punch enemies to death, and must play Jan Ken Pon (Rock, Paper, Scissors) with Enemy Bosses before fighting them- one hit will kill him, like many older video game characters, for whom life was short and violent. The games seem cleanly-animated and well thought-out (you can even pilot tiny vehicles in many stages), but a bit simple and easy-looking. And it's a FLAGRANT Mario rip-off- right down to busting blocks by jumping up at them from underneath.
-Though Alex had a lot of success early on, appearing in several games, his star faded almost as soon as Sonic the Hedgehog made his debut- Sonic not only replaced Alex as Sega's mascot, but the poor Kidd kid was left to wallow in obscurity for the rest of his days. By the 2000s, his only appearances were relegated to shots in Group Party Games, usually devoted to Sonic himself.

ALEX KIDD
Role:
Platforming Hero, Fallen Mascot
PL 8 (116)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+12)
Perception 4 (+7)
Persuasion 3 (+6)
Vehicles 5 (+9)

Advantages:
Agile Feint, Equipment 2 (Motorcycle, Helicopter- All Small-Sized with Speed 4), Fearless, Improved Critical (Punch), Improved Initiative, Ranged Attack 4, Uncanny Dodge

Powers:
"Power Punch" Strength-Damage +2 [2]
"Inability to Drown or Age" Immunity 2 (Drowning, Aging) [2]

"Buy-Able Items" (Flaws: Easily Removable) [14]
"Cape" Immunity 80 (Flaws: Limited to Short Intervals -2) (Quirks: Not vs. Area Hazards -1) (19) -- (23 points)
AE: "Power Bracelet" Blast 4 (Feats: Homing, Accurate 3) (12)
AE: "Pogo Stick" Leaping 2 (30 feet) (2)
AE: "Token" Mind-Reading 10 (Flaws: Unreliable- 5 Uses) (10)
AE: "Wizard's Cane" Movement 1 (Air-Walking) (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Power Punch +12 (+4 Damage, DC 19)
Bracelet- Boomerang +10 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +7

Complications:
Enemy (Janken)
Relationship (Prince Egle)- Alex is a member of the Royal Family of his homeworld, and Egle is his frequently-kidnapped brother.

Total: Abilities: 62 / Skills: 28--14 / Advantages: 8 / Powers: 18 / Defenses: 14 (116)

-Alex is a pretty simple, standard-issue Platformer, though appears to be a master combatant by the way he just runs up and PUNCHES his enemies. None of that Gunfire or Stomping crap- Alex just MURDALIZES them with his fists. In Alex Kidd and the Enchanted Castle, he picks up certain items that allow him greater power, so that's reflected here. The items, which you must buy in shops (everything you do nets you money, so this is relatively easy), usually just allow for Movement powers and Vehicles, but one creates a Boomerang, and another allows you to read the enemy's mind- a benefit when Rock, Paper, Scissors nets you a bonus.

JOUST:
Game Type: Single-Screen Action Game
Release Date: 1982
Developer: Williams Electronics

-Joust is appropriately ancient (I was in diapers when it came out), and is generally considered to be the game that popularized the idea of having... *gasp!*... TWO PLAYERS AT ONCE. You play a pair of Knights who ride flying ostriches, and you fight evil knights riding buzzards. You wield a lance against these foes, and the "high lance wins", meaning you have to be higher than your opponent- as you will bounce off of platforms above you, and have to repeatedly press a button to flap your wings, this can be a bit tricky. Though most of the time you jump on their heads like Mario. There are three different colors of enemy knights, plus an "Unbeatable" Pterodactyl who will hunt you (you could only kill it on one specific frame of its animation- a hard thing to pull off)- eventually, tons of enemies will be flying across the screen.
-Joust was one of the most successful games of its time, being both complex in terms of controls, and challenging to beat. The whole "Flying Birds" concept was distinctive enough to make it extremely memorable. There was a sequel, but Williams Electronics itself hasn't done as well over the years, and plans for a new game died out in 2009 with the bankruptcy of Midway, who was Williams's game design wing.

THE KNIGHT FROM JOUST
Role:
Non-Speaking Action Hero, Flying Knight
PL 8 (72)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+5)
Athletics 4 (+9) -- Flaws: Limited to Riding
Close Combat (Lance) 4 (+10)
Expertise (Knight) 4 (+5)

Advantages:
Equipment 1 (Lance- Strength-Damage +3- Reach, Armor +1), Improved Critical (Lance), Minion 3 (Flying Ostrich), Move-By Action, Power Attack, Set-Up, Teamwork

Offense:
Unarmed +6 (+3 Damage, DC 18)
Lance +10 (+6 Damage, DC 21)
Initiative +10

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3 (+4 Armor), Fortitude +5, Will +6

Complications:
Enemy (Buzzard Knights, Pterodactyl)

Total: Abilities: 42 / Skills: 12--6 / Advantages: 9 / Powers: 0 / Defenses: 15 (72)

-The guys from Joust are really more just "things you play as on-screen" than real characters, but they do their job- they're PL 8 fighters who can team up and kill things adequately, but are kind of hurting on defense, as like most Arcade Game characters, one single hit will finish them in the game.

FLYING OSTRICH
Role:
Mounted Beast
PL 4 (39)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 4 (+8)
Close Combat (Kick) 1 (+3)
Expertise (Survival) 5 (+5)
Intimidation 5 (+2)
Perception 5 (+5)

Advantages:
Great Endurance, Improved Critical (Kick)

Powers:
"Animal Senses" Senses 2 (Extended & Low-Light Vision) [2]
Flight 4 (16 mph) (Flaws: Winged) (4) -- [5]
AE: Speed 3 (16 mph) (3)

"Powerful Kick" Strength-Damage +1 [1]

Offense:
Unarmed +2 (+4 Damage, DC 19)
Kick +3 (+5 Damage, DC 20)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude +6, Will +3

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their talons to easily manipulate objects.

Total: Abilities: 10 / Skills: 20--10 / Advantages: 2 / Powers: 8 / Defenses: 9 (39)

BONK:
Game Type: Side-Scrolling Platformer
Release Date: 1989
Developer: Hudson Soft

-While Nintendo only had one real bit of competition in the early '90s, there in fact WAS a third contender in the early Console Wars- Japan's PC Engine, which was known in the West as the horribly-named "TubroGrafx-16". A "16-bit" system, it didn't have that many games, and was largely centred around the Bonk series (a Mario-style adventure starring a headbutting caveman). While I recall hearing a LOT about Bonk back in the day, I've yet to meet a single person who ever OWNED the system- it was semi-successful in Japan... at one point VERY successful- outselling even the Famicom/NES for a short while! This actually led Nintendo to jumpstart the development of the Super NES! The system added a few peripherals, such as the Turbo-CD and the Turbo Duo (the main system with a built-in CD-ROM drive along with extra RAM), but the West was unkind to it, and it died a distant, DISTANT third. And apparently it was never really a 16-bit system after all- it was just a sped-up 8-bit system (not that I have any clue what the technical specs of anything mean)- the graphics are better than the NES, but far, FAR worse than the Genesis or Super Nintendo.
-Bonk was the central character to the franchise, being set up in the West as a Mario-killer "Mascot With Attitude"- he's a caveman who resembles a cross between Dragon Ball's Krillin and Crayon Shin-chan, and fought reptiles in order to save his... purple reptile girlfriend? Okay then. The first handful of adventures did pretty well, but there's very few games released outside of the TurboGrafx-era- Super Bonk for the SNES is one I've NEVER heard of, and it got a sequel in Japan and a few other places. There was apparently a more limited version of Bonk's Adventure for the NES, and a remake of the first appeared on the PS2 & GameCube years later. The character has basically vanished into the sands of time, as Hudson Soft was bought out by Konami, and he was brought back in a big way- just remakes.

BONK
Role:
Would-Be Mascot, Mascot With Attitude
PL 8 (93)
STRENGTH
2 STAMINA 5 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 1 (+6)
Athletics 9 (+11)
Close Combat (Headbutt) 4 (+12)
Expertise (Survival) 5 (+5)
Perception 3 (+3)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Diehard, Extraordinary Effort, Great Endurance, Improved Critical (Headbutt) 2, Improved Initiative, Power Attack, Takedown

Powers:
"Headbutt" Strength-Damage +4 [4]

"Flippy Jump"
Leaping 1 (15 feet) [1]
Flight 1 (4 mph) (Flaws: Gliding) [1]

"Angry Bonk"
"Ground Headbutt" Affliction 8 (Strength; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Source- Meat, Ends If Hit) [2]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Headbutt +12 (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +5, Fortitude +6, Will +7

Complications:
Enemy (King Drool)

Total: Abilities: 44 / Skills: 22--11 / Advantages: 11 / Powers: 8 / Defenses: 19 (93)

-Bonk is in many ways a typical Platformer- he runs around collecting "points" (food instead of coins or rings, in this case) and smashing evil dudes. He can sort of do the "Mario Stomp", but in his case it's a large vertical leap that ends up with him falling downwards, head down, smashing into the enemy. A true carnivore, if he eats any meat, he gains VAST strength, to the point where his head-stomps will stun every enemy on screen. TWO pieces of meat will render him invincible, with the "run into guys to kill them" Mario-style "Star Man" powers. I only include the mid-level one in his Powers, however, as it's pretty rare to get two pieces of meat (or the single, gigantic piece that instantly turns you into "Invincible Bonk")- plus, it fades quickly anyhow. One peculiar thing in Bonk playthroughs is seeing players use the "Spin Jump" technique to literally GLIDE for one or two screens' distance, or repeatedly bounce on the same enemy multiple times. I don't know how much practice that takes, but like most elite playthroughs, it makes the game look super-easy.

RYGAR:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1986
Developer: Tecmo

-Rygar's another one I've never heard of- I only decided to stat it up after seeing the name on a list of "Best Genesis Games". It was apparently a big hit for its time, and was originally called Warrior of Argus in Japan. You assume the form of a "Legendary Warrior", fighting tons of enemies before you fight the evil Rygar/Ligar at the end. The Arcade game is more of a "Kill Everything" game, while an NES version was more in the "Metroidvania" style of open-ended Action/Adventure, with RPG elements. The NES version is considered to be OBSCENELY difficult, as it not only requires hours and hours of play to defeat, but there's no save function- you simply have to pause the game and leave the NES powered-on for days at a time, and if you die- everything is lost. The game series got a sequel in *2002* of all times, with an updated Rygar coming out for the PlayStation 2.
-Watching playthroughs of the game is astonishing- there are literally DOZENS of enemies attacking you nearly simultaneously- every time you MOVE, something is jumping out at you. Naturally some players make this look easy (especially as the Diskarmor throwing-shield-thingie can travel in 360 degrees to attack everything in swaths), but I would imagine an amateur would last all of three seconds in any ONE of these screens! You can upgrade your power as time goes on in the game- on the hardest difficulty level, you can get this in the FIRST level if you just wait around long enough, but on other settings you'll have to wait longer.

THE LEGENDARY WARRIOR
Role:
Barbarian Hero
PL 10 (103)
STRENGTH
3 STAMINA 5 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 7 (+10)
Expertise (Soldier) 7 (+8)
Intimidation 4 (+6)
Perception 4 (+6)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Great Endurance, Improved Critical (Diskarmor) 2, Improved Smash, Power Attack

Powers:
"Diskarmor" (Flaws: Easily Removable) [7]
Strength-Damage +4 (Feats: Takedown 2, Reach 5) (11 points)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Diskarmor +12 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +5, Fortitude +7, Will +7

Complications:
Enemy (Rygar)

Total: Abilities: 64 / Skills: 22--11 / Advantages: 8 / Powers: 7 / Defenses: 13 (103)

-The various "Power Upgrades" are given as Star Power (increases weapon range- found in a stone on Round 5), Crown Power (lets you kill multiple enemies Takedown-style- found in a stone on Round 9), Tiger Power (you can kill any enemy by jumping on them- found in the Japanese version only, via a stone in Round 21), Cross Power (limited invincibility for 10-45 seconds depending on the level- hidden in stones on three different rounds) & Sun Power (greater vertical firing control- hidden in a stone on Round 10). This build assumes you have all of it (enhanced Accuracy, Takedown 2, Reach 5, Improved Critical, etc.).
-The Legendary Warrior of Rygar is so powerful that he can effortlessly defeat almost any enemy from a mile away (the Diskarmor covers half the screen), often cutting down multiple bad guys at once- however, as there are usually five or six enemies charging you AT ONCE, PL 9.5 might just not be enough- though you can kill anyone from far enough away that counterattacks are impossible, that won't save you from the three running up behind you, or the two dropping down from the sky.

BUBBLE BOBBLE:
Game Type: Single-Screen Action Game
Release Date: 1986
Developer: Taito

-Among the more popular Arcade games of its time was Bubble Bobble, which is such a CLASSICALLY-Japanese game- it involves cute animals, a simple concept, and is designed to make you scream and cry until you piss your pants while in a tiny rageball of angry tears.
-You star as Bub & Bob, a pair of adorable, tiny dragon things that have to fight their way up a billion (okay, a hundred- and sometimes you can skip them with an Umbrella) screens to save their girlfriends from some bad guy- each screen is a sometimes-complex set of platforms, and many are full of enemies. Your only method of attack is blowing bubbles at an enemy right in front of you- the bubble will float up near the top of the screen, and you can burst it- thus killing the enemy- by colliding with it. You get extra points for bursting other bubbles full of random items, or killing multiple bubble'd foes in a single jump. Some bubbles contain power-ups that allow Bub & Bob to move faster, blow bubbles faster, and blow bubbles at greater distances... but you'll never get that far. Because Taito are some motherless sons of a thousand fathers who put a thousand enemies on every stage and don't leave you enough room to jump, because f*ck you for ever trying to finish this goddamned game.
-The game was a big hit, inspiring a sequel the next year, and numerous other games in the next couple. However, the series switched to being one of the few "Puzzle Game" types still coming out for arcades, the most notable of which is the SUPER-addictive Bust-A-Move! bubble-throwing game.

BUB & BOB (Bubby & Bobby)
Role:
Cute Action Heroes
PL 7 (71)
STRENGTH
-1 STAMINA 2 AGILITY 3
FIGHTING 1 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 6 (+5)
Close Combat (Bubbles) 6 (+7)
Insight 2 (+3)
Perception 4 (+5)

Advantages:
Improved Critical (Bubbles)

Powers:
"Blowing Bubbles"
"Ensnare Foe" Affliction 7 (Strength; Vulnerable & Hindered/Defenseless & Prone/Paralyzed) (Extras: Ranged, Extra Condition) (Quirks: Timed to 4-8 Rounds -2, Diminished Range -2) [17]
Linked to
"Float Upwards" Move Object 4 (Flaws: Limited to Upwards, Limited to Ensnared Foes) [2]

Alternate Effect of Above:
"Bubble Burst" Damage 7 (Feats: Accurate 3) (Extras: Penetrating) (Flaws: Limited to Ensnared Opponents) (10) -- [1]
"Stand On Bubbles" Flight 1 (4 mph) (Flaws: Limited to Upward Movement, Platform) [1]

Offense:
Unarmed +0 (-1 Damage, DC 14)
Bubble +7 (+7 Ranged Affliction, DC 17)
Bubble Burst +7 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2, Fortitude +1, Will +6

Complications:
Enemy (Baron Von Blubba)
Relationship (Their Girlfriends)- This is a standard "Damsels In Distress" story.

Total: Abilities: 18 / Skills: 18--9 / Advantages: 1 / Powers: 21 / Defenses: 22 (71)

-Bub & Bob have some interesting powers, but aren't overly-tough on their own- their enemies aren't really that dangerous aside from their sheer numbers (there are a LOT of them), so the boys don't have much in the way of defenses. Blowing Bubbles both paralyzes their foes (Affliction), sends them floating harmlessly upwards (Move Object), and makes them vulnerable to attack (Weaken, allowing even tiny attacks to hurt them, but only whilst they are ensnared).

xxx



Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military, Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)

Episode 1: Several kids effortlessly climb up a huge, vertical ladder leading to a cloud- I would imagine that'd be tougher to do in real life. WHY IS THERE A PANTY SHOT OF THE THIEF!??
Episode 2: Nice one with a cowardly knight who proves himself to save the kids from the Beholder (whose weaksauce weakness is FLOWERS). The gang has the portal back to their homeworld... but have to turn back to save Sir John from a vengeful Venger. Even ERIC eventually turns back (though he was initially ignoring what was going down, he soon turned- "I can't believe what I'm doing!").
Episode 3: Apparently, a bit part of the series is that Venger wants to steal the kids's weapons to fight Tiamat. Lolth, Demon Queen of Spiders is dealt with in all of two seconds, and the gang need to re-charge their weapons in the "Hall of Bones". Venger being held off by a Ghost Army is pretty bad-ass, and he blows up the mausoleum to save himself.
Episode 4: A pretty fun one, featuring a lot of unique stuff. ERIC of all people saves their lives by getting them under his Shield in time, and an evil wizard is collecting Unicorn horns. Poor Uni's is taken as well, which drives Bobby into such a rage that his fury actually CRACKS HIS ICE PRISON. Watching a five-year old lose it like that is pretty rare. When Dungeon Master says "Sometimes your greatest enemy can be your greatest ally", Presto figures out that since this evil guy is claiming to become even more powerful than Venger, then THEY NEED TO CALL VENGER FOR HELP. So Presto 'ports in, tells Venger that Kellek is about to become his superior, and now it's a WIZARD FIGHT. In the end, Kellek is imprisoned in a glass ball, his castle is destroyed, and Eric actually has a smart idea for once, because he's actually WRITING DOWN what Dungeon Master says, and that they only need to place one Unicorn horn back on for all the others to reappear- this lets the kids escape the collapsing castle and Venger.
Episode 5: A bit of a weird one, with a lot of random stuff going on. Dungeon Master is captured by an evil knight and his Bullywugs, so the kids go to rescue him, except Eric refuses to go into the cave because he's got to be a complainer. The gang avoid a Rock Monster but end up kidnapped by Orcs (here a green race that looks like lizards but have big pink noses and make pig sounds) who want to enslave them, but Sheila avoids their grasp. Eric, meanwhile, wanders around alone, meeting one HELL of a grotesque Zombie! Jesus Christ- that thing would have scared the LIFE out of me as a kid!
Episode 6: A heavily Eric-themed one, as they get the most out of turning him into an ugly frog-man, along with a complicated riddle on how to change him back- the gang actually MAKE IT BACK TO EARTH... but have to turn back when Eric realizes that the only way to transform back is to return to the D&D World. Eric sadly goes alone, and is shocked to find his friends having gone with him.
Episode 7: Hey- Steve Gerber wrote this one! A pretty generic one where they save some Gnomes by having Presto wave his wand over a giant Treant-like monster who turns out to be a Gnome Wizard, trapped in that form by Venger. Venger throws out a blast that JUST HAPPENS to blow up the stones that could send the kids home, too. More general whininess and grouchiness from Eric.
Episode 8: The gang get captured, and thrown into Venger's super-prison, with only Bobby the Barbarian left free to free them. An imprisoned Eric fans himself with a Spider-Man comic, showing us who produces this thing. There's some very good designs of the prisoners and monsters in this one.

Eric- Cavalier: Whines about rich-people stuff. Deflecting Shield (can send Venger's attacks back). Force Field Dome.
Bobby- Barbarian: Kinda dumb & impulsive. Club does huge damage. Creates Crack in the ground. Improved Smash.
Jack- Ranger: Generic Leader Guy. Light Arrows. "Fireworks" Arrows. Snare Arrow (ties up 3 Bullywugs), Arrow does Move Object stuff
Sheila- Thief: Invisibility Cloak.
Acrobat: Spinning Thrown Staff. Gives Leaping.
Presto- Wizard: Summons cow instead of burgers. Creates giant carpet. Teleports to Venger. Makes one Unicorn horn reattach.
Venger: Blast, Wings, Teleport

* Orcs easily defeat group. Later, Lizardmen do, too.

Overwatch continues to dominate feeds all over the interwebs, particularly on image sites (my DeviantArt has EVERYBODY getting in on it).

* Curiously, while Tracer was the centrepiece character at first (showing up on the cover of the game, and most of the early Fan Art), Mercy has completely supplanted her. EVERYONE has a drawing of Mercy up now.

* Next most popular is D.Va (I still don't buy her as 19), followed by Tracer, then Mei, then everyone else. Oddly, the most overtly-Fanservice character (Widowmaker) isn't any more popular than anyone else; Zarya is more of a "niche" character, but that niche is popular enough to put her up there with the more typically-seen types, even though most of the popular artists aren't drawing her. Oh, and there might theoretically be some art of the MALE characters, but I believe these are only rumors.

* Some fan on Zarya's YouTube debut thing was complaining that her face was too feminine, as real-life muscular women tend to develop hypermasculine jawlines due to steroids, hormones and stuff like that. I was like "yeah, sure... only one of her teammates is f**king purple. Never mind the TALKING GORILLA."

* I've watched YouTube clips of the gameplay. I have absolutely no idea what in the hell is going on. It just looks like "disorganized running around and then dying because of something you didn't see".

* Are the skins expensive? And why do people buy stuff to change the look of a character you can't actually see during gamplay? I mean, this would make sense in a Street Fighter game or something, but with Overwatch you're just kinda showing it to everyone ELSE.

* It still weirds me out that a Superhero-ish game is so focused on MMORPG-type standbys like "Teammate Boosts" & "Healing" stuff. That's never really been how comics worked- everyone kinda pulls their weight in different ways, but in the sense that one guy is SMART, and another is a good fighter or something. City of Heroes was stuck in the same sort of thing (I wanted to play a Geokinetic, but was stuck with the HORRIBLY-boring "freeze guys solid" power-style over the brawling-based one).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Video Games 2

Post by Jabroniville »

ROOTIN' TOOTIN':
Game Type: Single-Screen Action Game
Release Date: 1983
Developer: Data East

-Here by request (because I've NEVER heard of it, and it's so obscure that it doesn't even have a Wikipedia page), Rootin' Tootin' is a 1983 Pac-Man Clone by Data East, and features you playing as a living tuba that floats around a maze while being chased by green guitars and other musical instruments. A fairly easy game, it alters the Pac-Man dynamic because the notes you collect (instead of Dots) will be shot forward like a Blast, thus killing any guitars in their way, AND you can "phase" through enemies with the push of a button. Really, it'd be hard to die if not for the need to be solid to collect notes.

ROOTIN' TOOTIN' TUBA
Role:
The Hero
PL 5 (57)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+6)

Advantages:
Improved Defense, Move-By Action

Powers:
"Ghost Form" Insubstantial 4 (20) -- [21]
AE: "Note Shot" Damage 5 (Extras: Area- 30ft. Line) (Source: Notes) (5)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Note Shot +5 Area (+5 Damage, DC 20)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +2, Fortitude +3, Will +4

Complications:
Enemy (Evil Musical Instruments)

Total: Abilities: 16 / Skills: 6--3 / Advantages: 2 / Powers: 21 / Defenses: 15 (57)

-Your Tuba character is basically Pac-Man in every way, but carries a different set of powers- hitting notes shoots them forward in a line that can kill all of the enemies, and you can "ghost" through them as well. So the game is far, far easier.

THE LOST VIKINGS:
Game Type: Side-Scrolling Action/Puzzle Game
Release Date: 1992
Developer: Interplay

-The Lost Vikings is a game I've always heard praised, but never got around to playing it. It was created to be a humorous game based around various puzzles, as you had to play one of three Vikings (Erik, Olaf and Baleog- and OF COURSE one of them is named Olaf) who are set against some Alien Menace who wants to put them on display in a freak show, and each of the three is given certain benefits, and certain flaws. It's up to the player to use the right Viking for any given situation (two of them can't even jump- this ain't your typical Platformer). Though well-thought-of (mostly for the SNES version, but the Genesis got one the next year with some extra levels), it was only a big enough hit to get a single sequel five (!!) years later, and a re-release for the Game Boy Advance ten years later. The sequel also gives Fang the Werewolf (runs, jumps & attacks enemies; and does a Wall Jump) and Scorch the Magic Dragon (Flight & Fire), but only lets you choose three members for your party at a time.
-All three Vikings are active simultaneously, and you can switch between them at will, and get continues if any of them die. An example of a puzzle: It requires Olaf to use his shield as a platform for Erik to jump from, giving him the extra height he needs to vault a locked gate. On the other side, Erik can find a key to unlock the door and allow his companions to progress. "Trial and error" is the name of the game. The game also has a big sense of humor, with some grumbling Vikings as your stars and a penchant for breaking the fourth wall.
-Funnily enough, I only know Interplay for their various Clay-based games (Clayfighter and Claymates, though they only published those), but they apparently started the whole Fallout franchise, and were responsible for the old-school series A Bard's Tale. However, their fortunes were not great, and they've lost scads of money over the years, and have gone through bankruptcy more than once in the years since.

ERIK THE SWIFT
Role:
Speedster
PL 7 (81)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+8)
Athletics 11 (+13)
Deception 2 (+4)
Expertise (Viking) 6 (+7)
Insight 2 (+4)
Intimidation 2 (+4)
Perception 2 (+4)

Advantages:
Agile Feint, Equipment (Helmet, +2 Damage, Limited to Slam Damage, Turns Slam Damage into a Stun instead), Defensive Attack, Improved Critical (Slam), Improved Defense, Improved Initiative, Uncanny Dodge

Powers:
"Good Legs"
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Helmet +6 (+4 Damage, DC 19)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +6

Complications:
Enemy (Tomator)

Total: Abilities: 44 / Skills: 28--14 / Advantages: 7 / Powers: 2 / Defenses: 14 (81)

-Erik the Swift is the only one of the three Vikings who can actually JUMP, making him important for getting to certain places. He can also bash things down with his helmet. The sequel gives him Rocket Boots and a Scuba Helmet (before that, he drowned very easily). Erik isn't an offensive powerhouse, but is the best member of the group defensively, thanks to his agility.

BALEOG THE FIERCE
Role:
Melee Fighter
PL 8 (82)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+8)
Deception 2 (+4)
Expertise (Viking) 6 (+7)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 3 (+5)

Advantages:
Close Attack 3, Equipment 2 (Sword +2, Bow & Arrow +4), Improved Critical (Sword), Improved Critical (Bow), Ranged Attack 10, Takedown

Offense:
Unarmed +10 (+3 Damage, DC 18)
Sword +10 (+6 Damage, DC 21)
Bow & Arrow +10 (+4 Ranged Damage, DC 19)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4, Fortitude +5, Will +6

Complications:
Enemy (Tomator)
Disabled (Poor Jumper)- Baleog is strong and quick, but can't seem to get very far off the ground...
Reputation (Grump)- Baleog does not got on well with others.

Total: Abilities: 44 / Skills: 22--11 / Advantages: 18 / Powers: 0 / Defenses: 9 (82)

-Baleog is your front-line fighter in the game- he shoots down guys with his bow, or cuts them down with his sword. The enemies are usually pretty simple folk, however- they just run forward and get killed- as two of the Vikings lack the means to kill them, you might imagine they don't need to be so great. He apparently gets Fire Arrows as one of his power-ups, and his Arrows have the additional use of being able to flip switches from far away. In the sequel, he gains a Lightsaber and a Bionic Arm (that allows him to strike in eight directions, Belmont-style). He's superior on offense to the other two Vikings, but his Defenses aren't so great (he can't jump out of the way of enemy attacks in the game).

OLAF THE STOUT
Role:
Barrier Warrior
PL 7 (58)
STRENGTH
3 STAMINA 5 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Expertise (Viking) 6 (+7)
Insight 2 (+4)
Intimidation 1 (+3)
Perception 3 (+5)

Advantages:
Equipment 2 (Shield- Defenses +4, Flight 1- Gliding), Improved Defense, Interpose

Powers:
"Can Lift Two Grown Men Onto the Shield" Power-Lifting 1 (800 lbs.) [1]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Initiative +0

Defenses:
Dodge +5 (+9 Defenses, DC 15-19), Parry +5 (+9 Defenses, DC 15-19), Toughness +5, Fortitude +6, Will +6

Complications:
Enemy (Tomator)
Disabled (Poor Jumper)- Olaf cannot jump very high.

Total: Abilities: 34 / Skills: 16--8 / Advantages: 4 / Powers: 1 / Defenses: 11 (58)

-Olaf's thing is to carry around a large Shield- this huge circle allows him to block enemy attacks with ease, deflect things, and more- its most-useful in-game abilities are to allow his teammates an extra "hill" with which to jump over obstacles, and to "glide" down from ledges. Like Baleog, he cannot jump, but the game gets a lot of mileage out of guys climbing ladders, then falling onto carefully-placed objects that still allow them forward momentum (such as moving platforms, or springs). The sequel offers him a "Cybernetic Shield" (??) and the ability to Shrink.

ZOMBIES ATE MY NEIGHBORS:
Game Type: Overhead Action Game
Release Date: 1993
Developer: LucasArts

-This is a game I'd only vaguely heard of until my best friend in High School told me he used to love playing it, and eventually bought one along with a Super Nintendo. Oddly, I recall watching him play the game a LOT, and only now have heard that it was a two-player game. Given how often we played games together back in the day, I'm a bit mystified as to why I didn't join in the fun, unless it was because the game was too hard. The game is an overhead game that features you playing a kid attempting to stop an Alien/Zombie Invasion, protecting the townsfolk with a variety of weapons. The game is part-action, part-puzzle, as you often have to figure out how to get to where you need to be. The game is lost when all of the potential Victims in a level are killed (and you get one fewer Victim every time you lose one- this means the game becomes nigh-impossible later on if you allow too many to die)- naturally, Cheerleaders are worth the most points. You can only exit the level when you've saved all of the current living Victims.
-The game is well-remembered for fun graphics and a good sense of humor, playing with Horror Movie Tropes as well as those from old Sci-Fi movies. I still remember the "AAAAUGH!" screams from people who've been slain by the monsters. It wasn't a great success, but works as a cult classic- if even received a sequel the next year called Ghoul Patrol, but it wasn't well-received.

ZEKE & JULIE
Role:
Monster Hunters
PL 8 (83)
STRENGTH
0 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+6)
Perception 8 (+10)
Stealth 2 (+5)
Technology 2 (+3)

Advantages:
Diehard, Equipment 1 ("Victim Radar"- Detects Victims in Area), Evasion, Improved Critical (Water Gun), Improved Defense, Move-By Action, Ranged Attack 8

Powers:
"Anti-Monster Arsenal" (Flaws: Easily Removable) [14]
"Fire Extinguisher" Affliction 6 (Strength; Hindered & Vulnerable/Immobile & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (Diminished Range -2) (16) -- (22 points)
AE: "Martian Bubble Gun" Affliction 8 (Strength; Hindered & Vulnerable/Immobile & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (Flaws: Unreliable) (16)
AE: "Decoy Clowns" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst, Selective) (Flaws: Limited to Attacking the Decoy, Limited to 17-Second Span) (8)
AE: "Bazooka" Blast 8 (Flaws: Unreliable) (8)
AE: "Water Pistol/Soda Cans/Silverware/Plates" Blast 4 (Feats: Variable Descriptor) (Diminished Range -2) (7)
AE: "Weed Whacker" Damage 4 (4)
AE: "Flamethrower" Damage 8 (Extras: Area- 30ft. Line) (16)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Weed Whacker +4 (+4 Damage, DC 19)
Water Pistol +8 (+4 Ranged Damage, DC 19)
Bazooka +8 (+8 Ranged Damage, DC 23)
Decoy Clowns +8 Area (+8 Affliction, DC 18)
Fire Extinguisher +8 (+6 Ranged Affliction, DC 16)
Bubble Gun +8 (+8 Ranged Affliction, DC 18)
Flame Thrower +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (Dr. Tongue, Zombies)
Responsibility (Save the Tourists)- Taking too long on any given stage will result in the Tourist Victims being turned into Werewolves.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 14 / Powers: 14 / Defenses: 16 (83)

-Zeke & Julie are pretty typical Action Hero protagonists, but at a much lower physical level than most, as they're dependent entirely upon their gear, most of which will run out of Ammo quickly. Some are One-Offs (listed below), while others are regular stuff that just tends to run out of uses after a point, and require ammunition which is conveniently located all over the levels. Why DO villains leave all that crap lying around, anyways? They've got the time to create mazes, puzzles and staff everything with hordes of monsters, but not time to hide all the f***in' bazooka shells? Our heroes are usually PL 6 with the starter Water Pistol, but upgrade to PL 7 with the Fire Extinguisher (which freezes enemies solid for a time), then PL 8 with the more elite weapons- Flamethrower, Bubble Gun & Bazooka.

Assorted Gear You Can Find:
* These are all single-use Items- if you use it, you have to get another one. Most won't last long.

"First Aid Kit" Healing 8 (Flaws: Limited to Self) (8)
"Speed Shoes" Speed 2 (8 mph) (Flaws: Fades) (1)
"Pandora's Box" Damage 6 (Extras: Area- 30ft. Burst, Selective) (18)
"Monster Potion" Immunity 80 (All Damage), Strength +7 (94)
"Ghost Potion" Insubstantial 4, Flight 2 (Flaws: Low Ceiling) (21) (good for avoiding enemies and saving Victims, but you can't touch or use weapons)
"Mystery Potions" Monster Form, Ghost Form, Speed Shoes Boost, Full Health Boost, Losing Health (take damage), Mr. Hyde Form (you turn uncontrollable and might kill Victims)

AERO THE ACRO-BAT:
Game Type: Side-Scrolling Action Game
Release Date: 1993
Developer: Iguana Entertainment (later becomes Acclaim)

-Aero the Acro-Bat is one of many, MANY "Animal Mascot" characters that were produced in the wake of Sonic, attempting to get some of that sweet, sweet, marketable "Attitude" from Sega's big mascot. Aero was merely "one of the group", and was neither a massive smash, nor an embarassing failure. Matter of fact, it did well enough (on SNES & Genesis) to not only get a sequel, but a SPIN-OFF, based around his Anti-Villain nemesis Zero (the Kamikaze Squirrel). The reviews were kind- Platformers were a dime a dozen in the early to mid '90s, and so you could expect a good number of them to be SAVAGED- Aero sat in that realm between the Sonics and Marios of the world, and the horrible rat feces that were most Licensed Games. The graphics were decent, the sound better, and everything was bright, colorful and easy to control- though the level design was a bit generic and sparsely-populated- it did, at least, include some fun stuff like Mine Carts, Bungee Jumping and Flume Riding.
-An average Aero review would be a kindly 7/10 or 75%- good enough to past muster, but not enough to draw enormous praise. Good, but not fantastic. Given that it was made by the company that turned into ACCLAIM, that's a major achievement. Despite having a decent impact for his time (well, a sequel and a spin-off- better than MOST got), I've never played the game series.
-Aero is a chiropteran anthropomorphic circus acrobat, and must fight against an evil industrialist who's also a former clown (a clown AND an industrialist? How big a monster IS this guy?). It's your typical Side-Scroller, though you have to accomplish certain tasks to open the "exit warp" in levels. There are twenty levels overall, and the world is full of Insta-Kill Spikes and other things that Platform fans fear. There's also some mini-levels in between where you fly downwards in a controlled fall.

AERO THE ACRO-BAT
Role:
The Hero
PL 8 (109)
STRENGTH
2 STAMINA 4 AGILITY 7
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Aero-Batics 8 (+15)
Athletics 8 (+10)
Expertise (Circus Performer) 6 (+9)
Insight 2 (+5)
Perception 4 (+7)
Ranged Combat (Throwing Stars) 4 (+11)

Advantages:
Agile Feint, Equipment 3 (Throwing Stars +4- Multiattack, Diminished Range -1), Improved Critical (Throwing Stars), Improved Critical (Drill Attack), Ranged Attack 4

Powers:
"Diagonal Drill Attack" Strength-Damage +4 [4]
"Wings" Flight 1 (4 mph) (Flaws: Gliding) [1]
Leaping 1 (15 feet) [1]
Movement 1 (Safe Fall) [2]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Drill Attack +10 (+6 Damage, DC 21)
Throwing Stars +11 (+4 Ranged Damage, DC 19)
Initiative +7

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +6

Complications:
Power Loss (Throwing Stars)- Aero needs ammunition in order to throw his Stars- he will run out otherwise.
Enemy (Edgar Ektor)- Edgar is an evil Monster Clown who has kidnapped the entire circus where Aero performs.

Total: Abilities: 66 / Skills: 32--16 / Advantages: 10 / Powers: 8 / Defenses: 9 (109)

-Aero is pretty typical of this kind of Platforming Game- a good jumper, athletic and with a few options for attack. But despite being a BAT... with WINGS... he is utterly incapable of flying. He has to bounce around on trampolines or settle for just "jumping kinda high". There are only a small handful of Power-Ups in the game- you can find the standard 1-Up & Invincibility items, but there's also an Umbrella (slows your fall entirely, which is handy if there are spikes below- you get a more controlled descent) and a set of Wings that allow you to fly upwards for a short period of time. His Diagonal Drill Attack is a handy attack (a LOT of enemies are flyers, making it a good move to use against them), AND can change your direction in mid-jump, which is a fantastic ability for a Platformer. He's a pretty typical hero for that genre all-in-all, not packing much that's unusual.
-Fun fact: Aero was created by the same guy (David Siller) who would go on to create Crash Bandicoot for Naught Dog Software.

ZERO THE KAMIKAZE SQUIRREL:
Game Type: Side-Scrolling Action Game
Release Date: 1994
Developer: Iguana Entertainment (later becomes Acclaim)

-Zero was a supporting character in the Aero the Acro-Bat game, and was apparently received well enough that he was given his OWN GAME- something that only a tiny handful of video game characters before him can say. In Zero's case, he was a Mini-Boss working for the main villain. In the game, Zero gets a telegram from his old girlfriend, who tells him that an evil lumberjack has invaded their homeland (so that he can use their trees to print counterfeit money, obviously). Finally, Zero's mission leads him to defeat his old boss. The game plays pretty much like Aero, with an acrobatic hero using Throwing Stars- it's pretty freaking hard, judging by the YouTube videos, though. Most Playthroughs feature pros having an easy go of whatever game they're playing- not Zero. His limited attacks (a spin attack with poor range, a vertical dive-bomb, and some Throwing Stars that go in a straight line) and the random movements of some villains make the game look ungodly difficult.

ZERO THE KAMIKAZE SQUIRREL
Role:
The Mini-Boss Turned Hero, Spin-Off Character
PL 8 (115)
STRENGTH
2 STAMINA 4 AGILITY 7
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Aero-Batics 8 (+15)
Athletics 8 (+10)
Expertise (Circus Performer) 6 (+9)
Insight 2 (+5)
Perception 4 (+7)
Ranged Combat (Throwing Stars) 4 (+12)
Vehicles 6 (+11)

Advantages:
Agile Feint, Equipment 3 (Throwing Stars +4- Multiattack, Diminished Range -1), Improved Critical (Throwing Stars) 2, Improved Initiative, Power Attack, Ranged Attack 4

Powers:
"Spin Attack" Strength-Damage +2 [2]
Leaping 1 (15 feet) [1]
Movement 1 (Safe Fall) [2]

Offense:
Unarmed +12 (+2 Damage, DC 17)
Spin Attack +12 (+4 Damage, DC 19)
Throwing Stars +12 (+4 Ranged Damage, DC 19)
Initiative +11

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +6

Complications:
Power Loss (Throwing Stars)- Zero needs ammunition in order to throw his Stars- he will run out otherwise.
Responsibility (His Home)- Trouble back home caused Zero to abandon his boss and try to save his old girlfriend.

Total: Abilities: 72 / Skills: 38--19 / Advantages: 11 / Powers: 5 / Defenses: 8 (115)

-Zero is a pretty good sign the Aero game series was made in America- I find it a little more unlikely that the Japanese would create a guy named after a Japanese WWII Fighter Plane, with a Rising Sun headband, and the word "Kamikaze" in his name.

This city was once a happy, peaceful place... until one day, a powerful secret criminal organization took over. This vicious syndicate soon had control of the government and even the police force. The city has become the center of violence and crime where no one is safe.

Amid this turmoil, a group of determined young police officers has sworn to clean up the city. Among them are Adam Hunter, Axel Stone and Blaze Fielding. They are willing to risk anything... even their lives... on the...

Streets of Rage.

STREETS OF RAGE:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1991
Developer: Sega

-One of the shames about being a Nintendo loyalist as a kid is that I've never played the famous Streets of Rage (Bare Knuckle in Japan)- Sega's answer to Final Fight (alongside Golden Axe). A Beat 'Em Up featuring a gang of... pretty well generic-looking youngsters... mowing their way across a city full of Goons, all the way to the crime boss, Mr. X. The games (three in total) only existed on the Mega Drive/Genesis, and altered the cast a little bit with each game. They're considered very fun, fast-paced brawlers (I always called games in this genre "Brawlers" when I was a kid, for lack of a better name- I didn't know they already had one), but are perhaps best-known for the amazing soundtrack. The graphics & character designs are nowhere near as good as Final Fights, but Streets of Rage has a tiny girl doing a flip-around German Suplex to giant bosses, so there's that.
-The first game features former cops Axel, Blaze & Adam in their mission against Mr. X (it featured a special attack- calling a cop ally with a machine gun- that would kill all non-Boss enemies on-screen at once). The sequel had more defined graphics, and added Skate & Max to the roster. The third game was seen as a disappointment- a little too much of the same old thing. Unfortunately for the series' fans, SoR has basically vanished from gaming entirely- the genre died out in the mid-1990s, and unlike Final Fight, the characters didn't get to live on in a more-successful Fighting Game. Numerous remakes and sequels have been attempted, but nothing has ever gotten off the ground in a big way, save on unofficial "remake" title.

BLAZE FIELDING
Role:
Renegade Cop
PL 8 (129)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 8 (+10)
Deception 2 (+5)
Expertise (Police Officer) 6 (+8)
Expertise (Dancing) 4 (+7)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 5 (+8)
Perception 3 (+6)
Persuasion 2 (+5)
Treatment 1 (+3)
Vehicles 1 (+5)

Advantages:
Close Attack 2, Defensive Attack, Diehard, Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Defense, Improved Defense, Improved Hold, Improved Initiative, Instant Up, Power Attack, Ranged Attack 3, Takedown 2, Teamwork

Powers:
"Cartwheel Kick & Flying Double-Cut" Strength-Damage +2 (Inaccurate -1) [1]
"Kikousho!" Chi Blast 4 (Flaws: Distracting) [4]

Offense:
Unarmed +14 (+2 Damage, DC 17)
Spin Attack +12 (+4 Damage, DC 19)
Throwing Stars +12 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +7

Complications:
Motivation (Cleaning Up The City)- Axel, Adam & Blaze have quit the police force in order to clean up their city of corruption.

Total: Abilities: 70 / Skills: 42--21 / Advantages: 20 / Powers: 5 / Defenses: 13 (129)

-Blaze Fielding is probably the most popular character from Streets of Rage- like Golden Axe, the game offers a FEMALE character, keyed around being faster but weaker than her allies. In the sequel, they actually alter course and make her the most-balanced of the crew, with Skate becoming the "Fast & Weak" one. Blaze is a Lady Cop and a Judo specialist, but her "judo" consists of straight-up punching and kicking the daylights out of people, Cartwheel Kicks, a flying double-punch, and a friggin' GERMAN SUPLEX, so obviously she's an innovator of MMA-style "take something from everything" martial arts. Blaze is good enough that she's considered the best overall character in Streets of Rage 2 and 3.
-And naturally, there was "upskirt" animation with some of her kicks- it got edited out of the American versions. The graphics improved a LOT by the second game, where suddenly she's wearing a tube top, mini-skirt, and fishnet stockings

ADAM HUNTER
Role:
Renegade Cop, The Black Guy
PL 8 (117)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 8 (+11)
Deception 2 (+5)
Expertise (Police Officer) 6 (+8)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 5 (+8)
Perception 3 (+6)
Persuasion 2 (+5)
Treatment 1 (+3)
Vehicles 1 (+5)

Advantages:
Diehard, Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Defense, Improved Defense, Improved Hold, Instant Up, Power Attack, Ranged Attack 3, Takedown 2, Teamwork

Powers:
"Boxer's Punch" Strength-Damage +1 [1]

Offense:
Unarmed +12 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7

Complications:
Motivation (Cleaning Up The City)- Axel, Adam & Blaze have quit the police force in order to clean up their city of corruption.

Total: Abilities: 70 / Skills: 38--19 / Advantages: 16 / Powers: 1 / Defenses: 11 (117)

-Adam is the strongest of the initial trio of Streets of Rage, but was exiled from the sequels- he was kidnapped in Streets of Rage 2, and the others mounted a mission in order to save him- he was replaced as The Strong Guy by the much larger Max, and his little brother Skate replaced him as The Black Guy. His roles now sewn up, he only appeared in the cutscenes of the third game. As he missed the "Special Move" games, he lacks much in the way of Powers.

AXEL STONE
Role:
Renegade Cop, The Average Guy
PL 8 (125)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 8 (+11)
Deception 2 (+5)
Expertise (Police Officer) 6 (+8)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 5 (+8)
Perception 3 (+6)
Persuasion 2 (+5)
Treatment 1 (+3)
Vehicles 1 (+5)

Advantages:
Close Attack, Diehard, Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Defense, Improved Defense, Improved Hold, Improved Initiative, Instant Up, Power Attack, Ranged Attack 3, Takedown 2, Teamwork

Powers:
"Dragon Smash" Strength-Damage +2 (Extras: Multiattack 5) (Flaws: Distracting 5) (Inaccurate -1) [4]
"Dragon Wing" Strength-Damage +2 (Inaccurate -1) [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Dragon Wing & Smash +11 (+5 Damage, DC 20)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7

Complications:
Motivation (Cleaning Up The City)- Axel, Adam & Blaze have quit the police force in order to clean up their city of corruption.

Total: Abilities: 72 / Skills: 38--19 / Advantages: 18 / Powers: 5 / Defenses: 11 (125)

-Axel is the balanced fighter of the main three, and looks like about the most-generic white guy in the history of bland, generic white guys (basically, a rip-off of Cody Travers from Final Fight). And MAN that is an Eighties-sounding name. His moves mostly involve big uppercuts and killer punch combos. One, the Dragon Wing, is basically him punching in a big circle, and would basically a Takedown-boosted Extra Damage attack. His Dragon Smash is a combo that holds the trouble punch-combos ALWAYS have in games like this- you're completely helpless against other foes while you're pounding on one dude. In a Beat 'Em Up, being distracted for any length of time is murder. It's a common mistake, and one *I* always made, to constantly finish all of your big combos- you're actually better off just punching and moving.

EDDIE "SKATE" HUNTER (Sammy Hunter- Japanese Name)
Role:
The Speedster, Kewl Kid
PL 8 (110)
STRENGTH
1 STAMINA 2 AGILITY 6
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+13)
Athletics 10 (+11)
Deception 2 (+5)
Insight 2 (+4)
Investigation 2 (+5)
Perception 3 (+5)
Persuasion 2 (+5)
Vehicles 4 (+5)

Advantages:
Close Attack 3, Diehard, Equipment (Rollerblades- Speed 1), Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Defense, Improved Defense, Improved Hold, Improved Initiative, Instant Up, Power Attack, Ranged Attack 3, Takedown 2, Teamwork

Powers:
"Double Spin-Kick & Corkscrew Kick" Strength-Damage +2 (Inaccurate -1) [1]

Offense:
Unarmed +15 (+1 Damage, DC 17)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +2, Fortitude +4, Will +6

Complications:
Motivation (Cleaning Up The City)- Skate joins the others in their quest to clean up the city.

Total: Abilities: 56 / Skills: 32--16 / Advantages: 22 / Powers: 1 / Defenses: 15 (110)

-Skate debuted in Streets of Rage 2, and is the kid brother of the first game's Adam. He's typical of a LOT of black kids in the media from that time- he's explicitly "cook", fights wearing rollerblades, etc. He takes Blaze's old "Fragile Speedster" act and becomes the fast & weak one, as well as having entirely different caps than the other fighters. Because of his speed, his accuracy goes WAY up, to the point where he's hitting Danny Rand/Shang-Chi numbers, which seems a bit insane for someone who's basically a young kid fighting on his friggin' rollerblades, but otherwise he'd be like PL 7. And really, either one of those guys would hand Skate his ass. He has a different first name in Japan, I guess because "Eddie" sounds more '90s and bad-ass.

MAX THUNDER
Role:
The Big Guy
PL 8 (94)
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 2 (+4)
Athletics 6 (+10)
Deception 2 (+3)
Insight 2 (+3)
Intimidation 7 (+8)
Investigation 3 (+4)
Perception 2 (+3)

Advantages:
Diehard, Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Defense, Improved Defense, Improved Hold, Power Attack, Ranged Attack 3, Takedown 2, Teamwork

Powers:
"Heavy-Hitter" Strength-Damage +2 [2]
"Wrestling Moves" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) [2]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +5, Fortitude +7, Will +6

Complications:
Motivation (Cleaning Up The City)- Max joins his friends in order to save the kidnapped Adam.

Total: Abilities: 50 / Skills: 24--12 / Advantages: 15 / Powers: 4 / Defenses: 13 (94)

-Max joins the gain in Streets of Rage 2, taking Adam's spot as The Strong Guy. But in his case, the caps go WAY beyond, as he's really strong and tough, but also very, VERY slow. Max is so slow, in fact, that SoR purists often deride him to excess, as the character is apparently still quite usable. It's just that he's going to be taking a lot of hits over the course of the game.

ROO
Role:
Animal Companion
PL 8 (63)
STRENGTH
1 STAMINA 4 AGILITY 5
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 3 (+6)
Athletics 4 (+6)
Expertise (Survival) 4 (+4)
Expertise (Natural Weapons) 6 (+11)
Intimidation 4 (+2)
Perception 3 (+3)

Advantages:
Diehard, Fast Grab, Great Endurance, Improved Critical (Kick) 2, Improved Defense, Improved Initiative, Takedown 2, Teamwork

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

"Kangaroo Hop"
Speed 1 (4 mph) [1]
Leaping 2 (30 feet) (Flaws: Limited to Lateral Jumps) [1]

"Kangaroo Kick" Strength-Damage +2 [2]

Offense:
Unarmed +12 (+1 Damage, DC 16)
Kangaroo Kick +12 (+3 Damage, DC 18)
Initiative +9

Defenses:
Dodge +8 (DC 18), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +5

Complications:
Disabled (Animal)- Kangaroos cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 18 / Skills: 24--12 / Advantages: 10 / Powers: 7 / Defenses: 16 (63)

-Roo (Victy in Japan) is a Kangaroo that joins your party as a secret character if you meet certain requirements. His trainer is one of the game's Bosses, and if you defeat the trainer while leaving Roo alive, Roo will then be selectable.

DOCTOR ZAN
Role:
Scientist Cyborg
PL 8 (122)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+8)
Athletics 6 (+9)
Deception 4 (+4)
Expertise (Science) 6 (+13)
Intimidation 3 (+3)
Investigation 2 (+3)
Perception 3 (+4)
Persuasion 2 (+2)
Technology 6 (+13)
Treatment 1 (+8)
Vehicles 1 (+5)

Advantages:
Close Attack, Diehard, Fast Grab, Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Initiative, Instant Up, Inventor, Power Attack, Ranged Attack 3, Takedown 2, Teamwork

Powers:
"Electricity" Damage 5 (Inaccurate -1) [4]
"Dhalsim Arms" Elongation 2 (Flaws: Limited to Limbs) [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Electric Touch +11 (+5 Damage, DC 20)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +6

Complications:
Motivation (Cleaning Up The City)- Axel, Adam & Blaze have quit the police force in order to clean up their city of corruption.

Total: Abilities: 70 / Skills: 38--19 / Advantages: 16 / Powers: 5 / Defenses: 12 (122)

-Dr. Zan is a new recruit added in the third game- an old man who's also a CYBORG, he adds a different sort of effect to the game, with extendable limbs and an electrified touch. He's apparently quite good in the game, more or less physically similar to Alex.

STREETS OF RAGE BOSSES
Role:
Stage Bosses
PL 8 (101)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 2 (+7)
Athletics 6 (+10)
Deception 5 (+6)
Expertise (Criminal) 6 (+6)
Intimidation 6 (+7)
Perception 4 (+4)
Vehicles 1 (+5)

Advantages:
Diehard, Fast Grab, Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Initiative, Instant Up, Power Attack, Ranged Attack 3, Takedown 2

Powers:
"Heavy Hitters" Strength-Damage +1 [1]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +4

Complications:
Motivation (Greed & Power)

Total: Abilities: 60 / Skills: 30--15 / Advantages: 14 / Powers: 1 / Defenses: 11 (101)

-The Bosses of Streets of Rage aren't as iconic as those of Final Fight, but many are pretty distinctive. Almost all of them are giant-sized dudes.

BOOMER- PL 8 (105): Equipment 2 ("Boomerang"- Blast 5- Homing 1, Ricochet), Ranged Combat (Boomerang) 4 (+11) [4]
-The first guy you meet really stands out- he'd be pretty generic if he weren't like seven feet tall and carrying a gigantic boomerang.

ZAMZA- PL 9 (102): Equipment 1 ("Spiked Gloves" Damage +1- Split) [1]
-The second dude carries Freddie Krueger-like spiked gloves

ABADEDE- PL 9 (104): Improved Grab, Fighting +1 [3]
-This guy's a giant wrestler.

BIG BEN- PL 9 (113): Blast 6 (Feats: Accurate 2) (Diminished Range -2) [12]
-A fat firebreather, this guy creates a tremendous danger thanks to his effectiveness at a range further than you can attack.

MONA & LISA- PL 8 111): ST 2, STA 3, AGI 6, FIGHTING 12, Acrobatics 6 (+12), Close Attack 2, Defensive Attack, Teamwork [10]
-The fifth Bosses are a pair of Palette Swaps of Blaze Fielding- they wear green, and fight in tandem, using Blaze's own stats.

MR. X- PL 10 (134): STA 6, FIGHTING 13, INT 3, AWA 3, PRE 4, Equipment 4 ("Machine Gun" Blast 6- Multiattack), Ranged Attack 8 [33]
-Mr. X, the boss of all three games (though in the third, he's reduced to being a Brain in a Jar), is a tough cookie, and specializes in randomly jumping to a corner and opening fire with his Machine Gun.

GAUNTLET:
Game Type: Hack & Slash/Dungeon Crawl
Release Date: 1985
Developer: Atari Games

-I would've posted this sooner if I'd realized how old it was- Gauntlet is something I only knew from a late '80s, polygon-based graphics Arcade Game, but is a very, VERY old Arcade series. The original has you play one of four different characters (Warrior, Valkyrie, Wizard & Elf), each with slight modifications of stats. As it's an Arcade Game, it's designed to be as punishing as humanly-possible- a desire to have players shove as many quarters as possible into the cabinet, the game actually takes away your health every moment you're walking around- you actually have to feed the machine to regain it! That is PUNISHING.
-The game could manage up to four players (a huge rarity in 1985), and put you in dungeons full of enemies and hidden junk- oftentimes, you had to destroy something that was spewing out Mooks, lest you be completely overwhelmed by skeletons or whatever. And I mean there are often DOZENS of enemies piling onto you at once- you have to angle yourself right, or go to a chokepoint, or you're going to die extremely quickly. There's even an vocal chip that will communicate with you, informing you of the game's rules, giving advice ("Do not shoot food!"), or warning you ("Elf is about to die!").
-There were several sequels- almost one a year until the early '90s, at which point we took a break until 1998, then another game three years later. The most-recent, in 2014, received middling reviews (the way Game Ratings work nowadays, middling is like a 10% on Rotten Tomatoes).

GAUNTLET HEROES
Role:
Hack & Slashers
PL 8 (96)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Dungeon Crawler) 7 (+8)
Intimidation 2 (+4)
Perception 5 (+7)
Ranged Combat (Bow) 2 (+12)

Advantages:
Equipment 3 (Sword/Axe +3, Bow & Arrow- Blast 3 Multiattack), Improved Defense, Improved Initiative, Ranged Attack 8, Takedown 2

Powers:
"Magical Blast" (Flaws: Easily Removable) [3]
Blast 4 (Flaws: Source- Magic Potions) (4 points)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Sword +11 (+5 Damage, DC 20)
Bow & Arrow +12 (+3 Ranged Damage, DC 18)
Magic +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Killing Every Bad Guy Ever)

Total: Abilities: 54 / Skills: 20--10 / Advantages: 15 / Powers: 3 / Defenses: 14 (96)

-The four characters in Gauntlet are just modifications of a single statline- they're either below, equal or above-average in terms of Strength, Toughness, Magic Power or Bowfire. At base, they'd be PL 8, but each one is at least PL 9 in at least one area.

THOR the WARRIOR- PL 9 (104): ST 4, STA 5, Bow & Arrow is Blast 4 [8]
-The Warrior is extremely strong and tough- he takes a lot of damage before dying, and damages monsters & Monster Generators badly. Even his bow fire is pretty good, but his Magic ability is weak. He's PL 9 offensively & defensively, but his ranged stuff is only PL 7 (Magic) or 8 (Bow).

THYRA the VALKYRIE- PL 10 (103): STA 3, STA 5, Armor +1, Magic Blast 6 [7]
-In later eras, The Chick is almost by definition the small, fast, weak fighter. In Gauntlet, however, your Valkyrie is the TOUGHEST member of the group. She's also rather strong, but not as much as the Warrior. her Magic Power is slightly higher than his. She's only member of the group to go above PL 9 defensively, owing to her greater Toughness. She's PL 8 with Magic, and PL 8.5 with her weapon.

MERLIN the WIZARD- PL 10 (99): No Sword, Bow & Arrow is Blast 4, Magic Blast 9 [3]
-Like most Wizards, Merlin is rather squishy (he doesn't even get a Sword- his ability to damage things is highly suspect as a result), but his Magic Blast is the best of the group (and the most-damaging overall attack the heroes are capable of). He's the only character to be PL 9.5 with Magic, but his melee attack is only PL 6.5- the worst of the lot (he can't even damage Monster Generators). He's also only PL 7.5 defensively- baseline.

QUESTOR the ELF- PL 9 (106): STA 4, AGILITY 6, Ranged Combat (Bow) 2 (+14), Improved Initiative +1, Speed 1, Magic Blast 6 [10]
-The Elf is considered the most fun overall character to play- he is by far the fastest fighter, and absolutely covers the battlefield with bow-fire, owing to his great speed. To reflect this, I gave him better Accuracy with it (despite its weaker damage)- he's a PL 9 Archer.

"Let me stress this, because it really bears mentioning. I cheated to play this game. I cheated heavily. And I could not beat it. The third to last level has a racing section that is as close to impossible as I have experienced in a video game. It is a festival of ruthless brutality."
-Phil Sandifer


BATTLETOADS:
Game Type: OH MY GOD YOU POOR BASTARDS (aka Side-Scrolling Beat 'Em Up, Then a Rappelling Adventure, Then a Christ-Damned Impossible Racing Level, Then Some Ice Shit, Then Some Platforming, Then Some Bullshit With Some Snakes, Then Some Tunnel-Based RARE YOUR CHILDREN WILL SUFFER FOR THIS, Then Some Levels That Only Require Superhuman Timing and Nothing More)
Release Date: 1991
Developer: Satan Himself (aka Rare)

Huh- so that's what the levels after Level 3 look like.

-The Kobayashi Maru of video games, Battletoads has gone down in history as one of the most punishing, difficult, nigh-impossible excercises in futility for all of gaming history. It's hard to describe just HOW DIFFICULT this game truly is- you have to watch YouTube videos- difficult controls, astonishing obstacles, numerous foes, and a Speeder-Bike Level that runs faster than human reflexes. And that one's only so infamous because so few people have passed it that they don't even realize that it's not even the MOST DIFFICULT PART OF THE GAME! One level takes place on ice, and features numerous barriers that can only be knocked down by you dodging enemy fire... while sliding on ice. Another features giant Snakes you have to grapple, then leap from Snake to Snake, lest you fall onto a lower level entirely made of spikes (shoot, one one right before an Exit moves SO FAST you actually have to know about it ahead of time or be screwed over- they move three times the speed of the others). And then one levels features you on some kind of hand-held wheel thingie that blitzes you around corners at faster than anyone can possibly control, while being chased by something that moves as fast as you can, but makes no mistakes. Never mind the Two-Player Mode, which allows both friendly fire (you can hurt your partner- and you can't control finishing your combos with huge strikes!), but a screen that can screw you over if you don't both move simultaneously. And you have to resart the whole level if even ONE of you gets a Game Over! Battletoads has contemporaries that are just as punishing, but few are quite as unfair about it. There MIGHT be a harder game, but this one has the unaltered, well-deserved reputation for being The Nintendo Hard Game of Nintendo Hard Games. The only saving grace the latter levels have is that the early ones are so difficult that most players will never see them. The closest equivalent I can think of in M&M is rolling 150 natural 20s in a row.
-The game came out in a time of Ninja Turtle wannabes- the original advertisement boasts that "Compared to Battletoads, Turtles seem like Pond Scum". The nasty, grimacing trio of toads are given gross names (Rash, Zits & Pimple) to appeal to young boys, and sent against the Dark Queen (a chesty dame in latex fetish gear) in a game that gives off a pretty good sense of humor. You beat guys up in Double Dragon fashion, often with your fists and feet growing to huge levels at the end of a combo. You can toss guys around, toss them into the SCREEN, and your eyes bug out in terror every time a boss shows up. Oh, and the Speeder-Bike Level- the ramps come so quickly that only rote memorization can save you; relying on your reflexes will get you killed.
-The games were quite popular- the original was ported to just about every system (Game Gear & Game Boy, NES & Genesis, even Computers). A sequel, Battletoads in Battlemaniacs, came out in 1993, and you play only Rash & Pimple, trying to rescue the captured Zitz and some other chick. In this one, the characters appear differently- Pimple is a powerhouse, while Rash is a speedster. That same year saw the release of Battletoads & Double Dragon, a TEAM-UP game (a genre that's rare thanks to Copywrite issues, but should REALLY be more of a thing- Super Smash Bros. is a huge success in part because of it) featuring all five heroes against the Dark Queen & Shadow Boss. Battletoads Arcade came out in 1994, and was a bit more violent. Zitz was included this time, and he featured the balanced approach to fighting. A Cartoon Series was attempted, but they only made a single, terrible Pilot Episode in 1992 before giving up- they even copied the TMNT series right down to having David Wise, their most prolific writer, adapting it for television.

RASH, ZITZ & PIMPLE
Role:
Ninja Turtles Rip-Offs, Brawlers
PL 8 (113)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 8 (+11)
Expertise (Space Alien) 4 (+5)
Insight 2 (+4)
Intimidation 2 (+5)
Perception 3 (+5)
Persuasion 2 (+5)
Technology 5 (+6)
Vehicles (HAHAHAHAHAHAHAHAHAHAHAHAH No)

Advantages:
All-Out Attack, Close Attack, Equipment 2 (Speeder-Bikes), Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Power Attack, Ranged Attack 6, Takedown, Teamwork

Powers:
"Expert Throwers" Power-Lifting 2 (Flaws: Limited to Throwing Guys) [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +4

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

Complications:
Motivation (Saving the Princess)
Enemy (The Dark Queen)
Weakness (Friendly Fire)- These assholes for some reason can't seem to avoid hitting each other if they're even close together in melee combat.

Total: Abilities: 62 / Skills: 30--15 / Advantages: 21 / Powers: 1 / Defenses: 13 (113)

-I was sorely, SORELY tempted to stat up the three Battletoads as PL 4s in a world of PL 10s, but they probably fit better on Billy & Jimmy Lee's "Beat 'Em Up" hero level. However, their opponents are MUCH tougher than your typical BMU Goons- these guys require a ton of hits to bring down, hit you as often as you hit them, and oh GOD all of the backdrop stuff that can kill you. DEX 2 is all they get, and no Vehicles Skill- watch those Speeder-Bike Levels if you don't see why. Like a lot of Beat 'Em Up heroes, they can pick up weapons and fight very well with them (most Speed-Runners and other pros pick up weapons IMMEDIATELY and use them to curbstomp most of the bad guys with extra damage)- they even get some more Ranged Attack, thanks to the fact that some Bosses have to be beaten by throwing objects at them.
-Later games differentiate the characters a bit- Pimple is +1 Strength & Stamina, -1 Fighting & Agility, while Rash was +1 Fighting & +2 Agility, -1 Strength & Stamina. Zitz stays the same.

CHUCK ROCK:
Game Type: Side-Scrolling Platformer
Release Date: 1991
Developer: Core Design

-Bonk is vastly more famous than Chuck, but I definitely recall a lot of ads for Chuck Rock in the comic books of my childhood- I can picture a lot of them even now: Chuck's distinctive expression on the cover, and a lot of still-shots of Chuck and his pronounced gut. Most of the enemies are big dinosaurs, since of course you saw plenty of THOSE in the Stone Age. The general concept of the game is very slapstick, and of course features him trying to save a girl from a bad guy (his enemy Garry Gritter has kidnapped Ophelia Rock- Chuck's wife). Chuck Rock showed up on basically every available system in the early '90s (expect to see that for just about EVERY non-exclusive game- if it wasn't created by Sega or Nintendo, it was likely going to appear on the NES, Genesis, Sega-CD, Game Boy & Game Gear). The game did well enough to earn one sequel (Chuck Rock II: Son of Chuck), and the mandatory Platform Game's Racing-Game Spin-Off (B.C. Racers), and he was Core Design's top character until the mid 1990s, at which point a certain female treasure hunter leaped over him. I've never played any aspect of the game, which seems odd given how omnipresent it was in the comics.

CHUCK ROCK
Role:
The Hero
PL 7 (74)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 5 (+8)
Expertise (Caveman) 6 (+5)
Intimidation 3 (+3)
Perception 4 (+3)
Ranged Combat (Rocks) 4 (+10)

Advantages:
Improved Critical (Thrown Rocks), Improved Critical (Belly-Bash), Ranged Attack 6

Powers:
Power-Lifting 1 (800 lbs.) [1]
"Belly-Bash" Strength-Damage +2 [2]

Offense:
Unarmed +9 (+3 Damage, DC 18)
Belly-Bash +9 (+5 Damage, DC 20)
Initiative +4

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

Complications:
Relationship (Ophelia Rock)- Ophelia is Chuck's beautiful wife.
Enemy (Gary Gritter)- Gary, a Tyrannosaurus with Boxing Gloves, covets Ophelia, and has kidnapped her.

Total: Abilities: 36 / Skills: 22--11 / Advantages: 8 / Powers: 3 / Defenses: 16 (74)

-Chuck is a pretty simple sort, but much lighter on the Jumping ability than most Platform heroes. That's because his specialty is rocks- CHUCKING rocks, to be specific. Chuck will pick up boulders (there are two sizes- one is quite tall) and either throw them at foes, or use them as a platform to get to another place. And he doesn't even jump on heads- he kind of juts out his pronounced paunch, and lets the bounce do the damage. Most Platform Heroes don't have a Frontal Attack like that. That said, the game is so simple-looking that I didn't even want to push him up to PL 8. Even the BOSSES are just mini-versions of dinosaurs, and most bad guys are done in one hit. Smart players will simply grab the same rock, and use it constantly throughout the level.

M.C. KIDS:
Game Type: Side-Scrolling Platformer
Release Date: 1992
Developer: Virgin Interactive

-A game recommended by my friend Ben, I've NEVER heard of this. It's a type of game that barely exists anymore- the Ad Game. Essentially, this entire game is themed around McDonald's fast-food joints... basically to make kids want to eat more McDonald's stuff. Granted, when I was a kid, you hardly had to TRY to get us to want to eat there- they had kick-ass toys (I still remember excitedly going to the Drive-Through and hearing they had KERMIT Muppet Babies toys!), and to a kid, the salty, sugary food tasted better than the finest steak. Needless to say, this kind of game doesn't come out that often, and is seen as a bit of a relic, though you'll see the occasional "joke game" released (a Burger King one recently, featuring the King character), and they still release games like Barbie and Monster High that probably do more to advertise the dolls that sell game units.
-You play a pair of kids running through McDonaldland, trying to get Ronald McDonald's Magic Bag back from the Hamburglar. The most novel game mechanic is that you can REVERSE GRAVITY- passing a certain block will flip you over, and send you running upside-down along the various platforms of the game, and you also get to run around the level above you in the "sky". Truth be told, though the graphics are simplistic as balls, and the enemies are unimaginitive and few & far between, the game looks very well-made, and has a lot of fun implements (like arrow-blocks that send you flying, and "invisible" spaces you need to place blocks.

THE M.C. KIDS (Mick & Mack)
Role:
The Hero
PL 7 (78)
STRENGTH
0 STAMINA 4 AGILITY 5
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 10 (+10)
Expertise (Fast Food) 5 (+6)
Insight 2 (+3)
Perception 6 (+7)
Ranged Combat (Blocks) 4 (+10)

Advantages:
Improved Critical (Thrown Blocks), Ranged Attack 6

Powers:
Leaping 1 (15 feet) [1]
Power-Lifting 2 (200 lbs.) (Flaws: Limited to Blocks) [1]
Movement 1 (Environmental Adaptation- Being Upside-Down) [2]

Offense:
Unarmed +2 (+0 Damage, DC 15)
Thrown Blocks +10 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +5

Complications:
Enemy (The Hamburglar)

Total: Abilities: 32 / Skills: 32--16 / Advantages: 7 / Powers: 4 / Defenses: 19 (78)

-You have a pair of options in the game, though they're identical save appearance. Both kids can jump pretty good, and they throw blocks to defeat the bad guys (they appear to have no way to attack otherwise). Though why someone as simple as the Hamburglar needs an army of Mooks and some Deathtraps is beyond me- this guy realy only steals food- he's basically the equivalent of a hobo or a Dine & Dasher, not a Criminal Mastermind.

THE SILVER SURFER:
Game Type: Side-Scrolling Shoot 'Em Up
Release Date: 1990
Developer: Software Creations

-It fills me with absolute glee that this UNIMAGINABLE PIECE OF CRAP will go down in history as one of the worst f*cking games of all time. This game was absolute GARBAGE from beginning till end, and has been torn apart publicly several times for its sheer learning curve, imbalance, and difficulty. Stuff like Mega Man 2 is hard. Castlevania is rough. NINJA GAIDEN is a monster. But THIS? This is like Battletoads if you died in one hit. And yes, this raging douchenozzles actually made a game about the SILVER SURFER, the most powerful hero in the Marvel Universe, and made him DIE IN A SINGLE HIT. A hit from ANYTHING- a Rubby Ducky floating in the water? Dead. You brushed the top of a building while flying at the speed of an infant crawling? Dead. You flew too close to the side? Dead. And it's not like there are easy obstacles out there- this game THROWS the weaponry at you. The firing lines and patterns are mind-numbing, filling the screen with all sorts of garbage. There's a reason why "One Hit And You're Dead" became one of Gaming's dead cliches after a time (it was common in Overhead Shooters, but those games feature TINY SHIPS, not a big human shape), and this may have been one of the breaking points. My friend claims to have finished this. I call him a liar.
-The Bosses are Reptyl, Mephisto, The Possessor, Firelord, and Kylor (apparently the Skrull Emperor).

THE SILVER SURFER (Norrin Radd)- VIDEO GAME ACCURATE BUILD
Role:
The Weakest Hero Ever
PL 5 (116)
STRENGTH
-3 STAMINA -3 AGILITY 4
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Space Traveller) 8 (+12)
Expertise (Cosmic Lore) 5 (+9)
Knowledge (Theology & Philosophy) 6 (+9)
Insight 2 (+5)
Intimidation 6 (+8)
Perception 6 (+9)
Persuasion 4 (+6)
Ranged Combat (Blasts) 3 (+8)
Technology 2 (+6)
Vehicles 2 (+4)

Advantages:
Improved Critical (Blasts), Ranged Attack 3

Powers:
"Imbued With The Power Cosmic"
Immunity 12 (Aging, Sleep, Life Support) [12]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

"Cosmic Awareness"
Senses 1 (Cosmic Awareness- Ranged 3) [4]
Cosmic Blast 2 [4]

"Re-Summonable Cosmic Surfboard"
Flight 2 (8 mph) (Flaws: Platform) [2]
Movement 3 (Space Travel 2, Dimensional Travel) (Flaws: Platform) [3]

Offense:
Unarmed +0 (-3 Damage, DC 12)
Cosmic Blast +8 (+2 Ranged Damage, DC 17)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness -3, Fortitude +0, Will +12

Complications:
Guilt (Destroyed Countless Worlds & Civilizations)
Relationship (Shalla-Bal)- Norrin Radd was in love with this tender woman, and she helped inspire him to make his great sacrifice.
Honour- The Surfer is an honourable soul, and will not lie or cheat easily.
Reputation (Loner)- Where the Surfer soars, he must soar alone.
Enemy (Thanos)- Surfer was the chosen foe of Thanos when Adam Warlock was dead.
Enemy (Mephisto)- The Surfer's Pure Soul has long-interested the Satan Analogue of Marvel Comics.
Vulnerable (Rubber Duckies, Walls, The Roofs of Buildings, Slight Breezes, Aunt May's Punches, etc.)- Seriously, f*ck this game.

Total: Abilities: 18 / Skills: 46--23 / Advantages: 4 / Powers: 47 / Defenses: 24 (116)

-So Norrin Radd, one of my few PL 15 builds of a superhero, becomes reduced to PL 5 for this piece of garbage- his much-vaunted Power Cosmic renders him vulnerable to everything from minor obstacles that would harm no other superhero, and he can barely even damage the MOOKS of his game- multiple bad guys take numerous hits to bring down. His Flight is reduced to "crawling speed", and all he's left with are his numerous Sensory Powers. The accuracy of his Blasts is his only saving grace- he's PL 5 with his Blasts (he CAN kill the enemies. Eventually.), and PL 2.5 defensively. Play the game and you'll see.

GHOSTS & GOBLINS:
Game Type: Side-Scrolling Action/Platformer
Release Date: 1985
Developer: Capcom

-One of the first games to put Capcom of the MAP as far as beautifully-animated, extremely-difficult games went, Ghost & Goblins is INFAMOUS for its difficulty. But the kind that's not so much "unfair", as it is horrendously-punishing and learning-based. Quite simply, as you play the humble knight named Arthur, you are faced with enemies that behave in a certain way, then once you surpass them and learn THEIR patterns, you meet a new group, who of course have patterns of their own. And you'll die. A bunch. Until you're used to them, at which point you can move past... and be killed by the next thing. And the next thing. And the thing after that. And so it goes, until you are well and truly a master of a ludicrously, punishingly-difficult frustration-fest.
-In short, these games are TOUGH. The first one actually required you to play through it TWICE in order to really end the game, as the first was "only a trap laid by Satan", and the "real" version is MORE DIFFICULT. The bosses are enormous, and take tons of damage. And you only ever have two Hit-Points- you have your armor, and you have your unarmored form. One hit will demolish your armor, and a second will finish you- turning you into a skeleton (pretty gory for the time). Poor Arthur will be left in his underpants if he takes a SINGLE HIT during the entire course of the game, and can only re-armor with the occasional power-up.
-I will say, however, that there's a difference between games like THIS, and nonsense like The Silver Surfer or Battletoads. When this game kicks your ass, it's because there's dozens of enemies, complex patterns, great obstacles, and more. When those games kill you, it's because they have garbage controls and they're just plain unfair. Stuff like "accidentally killing your partner by pressing one button automatically" or "the levels move forward too fast"- none of that here. If you can't pass a Ghosts & Goblins game, it's because you lack the skill to do so. It's tough, but FAIR about it.
-The game was very successful, and 1988 saw its sequel, Ghouls & Ghosts, which was more of the same, but better. Then came Super Ghouls & Ghosts for the Super NES in 1991- the game was one of the first for the new system, and a major indication of just what the Super Nintendo was capable of, in terms of graphics and gameplay (the ground constantly shifts beneath your feet, for example). That was it for the series in terms of major credibility, however, and it eventually faded away. Most modern incarnations are only side-games, things for Handheld Consoles, and more (such as Marvel vs. Capcom).
-Oddly enough, not only did I never PLAY this game as a kid, but I had never even HEARD of it! I was familiar with Demon's Crest (a spin-off), because my earliest Video Game Magazines had a lot of secrets & strategies from the game laid out (it had recently been released at the time I was getting into the magazine-aspect of the hobby), but had no idea where it came from. I never played THAT, either. It wasn't until after I'd gotten out of serious gaming that I'd heard of something called Ghosts & Goblins, but I'd STILL never seen it until the modern era. One of the weird things about growing up with video games only by experience instead of reading up on stuff- if you missed the commercials, didn't get magazines, you never had it at the rental places, and didn't KNOW someone who played it, then chances are it completely escaped your notice.

ARTHUR
Role:
The Hero, Crusading Knight, Demon-Slayer
PL 10 (154)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 10 (+12)
Close Combat (Sword) 4 (+12)
Expertise (Knight) 10 (+11)
Insight 3 (+6)
Intimidation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+6)

Advantages:
Accurate Attack, Benefit 2 (Knight), Equipment (Steel/Bronze Armor- Protection 3-5), Great Endurance, Improved Aim, Improved Critical (Throwing Weapons), Improved Initiative, Ranged Attack 8, Takedown 2

Powers:
"Double Jump" Leaping 1 (15 feet) [1]

"Arsenal Of Weapons" (Flaws: Easily Removable) [15]
"Dagger/Knife" Blast 6 (Feats: Accurate) (Extras: Multiattack) (Flaws: Last Rank Has Source- Golden Armor) (18) -- (25 points)
AE: "Lance" Blast 4 (8)
AE: "Discus" Blast 5 (Feats: Homing, Ricochet) (12)
AE: "Scythe/Tri-Blade" Blast 6 (Feats: Homing, Ricochet) (Flaws: Last Rank Has Source- Golden Armor) (13)
AE: "Torch" Blast 4 (Extras: Area- 15ft. Burst +1/2) (Diminished Range -2) (8)
AE: "Axe" Blast 7 (Extras: Penetrating 6) (Flaws: Last 2 Ranks Have Source- Golden Armor) (Diminished Range -2) (16)
AE: "Sword" Strength-Damage +3 (Feats: Improved Critical) (4)
AE: "Crossbow" Blast 4 (Feats: +2 to Flying Enemies) (9)

"Golden Armor" (Flaws: Removable) [29]
"Takes Two More Hits to Kill" Protection 2 (2)
"Psycho Cannon/Princess Bracelet" Blast 8 (Feats: Accurate, Improved Critical 2) (Extras: Multiattack) (27) -- (34)
AE: "Ax Magic" Blast 8 (Feats: Split 4) (Extras: Multiattack) (Flaws: Source- Axe) (20)
AE: "Thunder Dragon" Damage 8 (Extras: Area- 60ft. Burst +2) (Flaws: Source- Sword) (16)
AE: "Thunder Magic/Nuclear Magic" Damage 8 (Extras: Area- 30ft. Line) (Flaws: Source- Lance/Tri-Blade) (8)
AE: "Mirror Magic" Enhanced Defenses 2 (Flaws: Fades, Source- Discus) (1)
AE: "Fireball/Dragon of Flames" Blast 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Torch/Dagger) (6)
AE: "Detect All Chests" Senses 5 (Secret Chest Detection- Ranged 2, Radius & Accurate) (Flaws: Source- Crossbow) (3)
AE: "Wind Magic" Blast 8 (Feats: Homing 3, Ricochet 2) (Flaws: Source- Scythe) (13)
-- (36 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Sword +12 (+5 Damage, DC 20)
Lance/Crossbow +10 (+4 Ranged Damage, DC 19)
Crossbow to Fliers +12 (+4 Ranged Damage, DC 19)
Discus/Scythe/Tri-Blade/Axe +10 (+5 Ranged Damage, DC 20)
Scythe/Tri-Blade w/ Golden Armor +12 (+6 Ranged Damage, DC 21)
Axe w/ Golden Armor +12 (+7 Ranged Damage, DC 22)
Psycho Cannon/Ax Magic/Wind Magic +12 (+8 Ranged Damage, DC 23)
Dragon of Flames/Fireball +6 Area (+6 Ranged Damage, DC 21)
Thunder Dragon/Magic & Nuclear Magic +8 Area (+8 Ranged Damage, DC 23)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+6, 8 & 10 w/ Armor), Fortitude +5, Will +10

Complications:
Enemy (Satan, Astartoth, Lucifer)- Arthur REALLY knows how to make enemies.
Relationship (Princess Pri Pri)- Arthur is devoted to his Royal Highness' protection.
Power Loss (Armors)- Failing a Damage Save by one degree or more will revert the Golden Armor to nothing, and Arthur will require another Power-Up to reclaim it.

Total: Abilities: 54 / Skills: 42--21 / Advantages: 18 / Powers: 45 / Defenses: 16 (154)

-Arthur is much, MUCH more varied and capable than his video game contemporaries, possessing a vast arsenal of powers, and some curious extra bits. He starts the game as a mere PL 7 offensively, struggling to kill the legions of monsters heading his way (always in groups), but slowly upgrades his weapons until he's packing major heat- The Lance soon gives way to the Discus or Knife, raising his damage and accuracy up a bit (the weapons are faster). His Armor can become Bronze in some games (boosting the Toughness to +8 overall, making him a PL 9 defensively instead of PL 8), before the Golden Armor increases both his Toughness (to PL 10) AND his weapons. In this form, if armed with the right gear, Arthur can choose to whip out Area Attacks, Detect Hidden Magic, or even a PL 10 Multiattack Blast. The only issue, of course, is the fact that he loses the gear if he takes too much damage. So even though Arthur maxes out at PL 10 (though using the "Mirror Magic" temporarily makes this PL 11 defensively, at the expense of using his good weapons), he's still got a very, VERY tough climb ahead of him.

GARGOYLE'S QUEST/DEMON'S CREST:
Game Type: Side-Scrolling Action/Platformer
Release Date: 1990 & 1994
Developer: Capcom

-A spin-off of the Ghosts & Goblins series, Gargoyle's Quest stars Firebrand, an elite version of the annoying-ass "Red Arremer" demons that had appeared frequently to befuddle Arthur (their erratic flying, and skilled defenses, make them severe nuisances in the games). Initially coming out for the Game Boy, they received a big 16-bit update with Demon's Crest, a game I recall hearing about a lot, because my first set of Video Game Magazines frequently dealt with the tips & tricks of finishing the fairly-difficult game (though Firebrand is mighty and can easily defeat most of his enemies, the game is positively enormous in scope, and involves a lot of backtracking and using the different abilites to explore properly- make it 3-D, and it's essentially a modern platformer). The graphics are amazeballs, and the music is some of the best on the SNES- Capcom really did some good work on this one.
-In the game, Firebrand seeks to gather six magical "Crests" for ultimate power- other demons fight him, as they're all a pretty covetous lot. During the course of the game, you unlock new powers, and even new FORMS- that's right; this game is one of those to include one of my favorite Video Game Tropes- the Multiform Hero. Firebrand can become a fast flier, a strong guy, etc., all taking cool new forms each time. In the end, you're offered some choices- Firebrand can slay his enemy Phalanx, gain the Crests by sealing Phalanx inside, or throwing the Crests away and giving up conquest. This ending unlocks a NEW version of the game, in which you can play the "Ultimate Gargoyle", whom I dearly hope speaks of destrucity and wears tassled armbands.

FIREBRAND
Role:
Villainous Hero
PL 11 (142)
STRENGTH
6 STAMINA 8 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+11)
Deception 4 (+6)
Expertise (Demon Lord) 7 (+8)
Insight 2 (+5)
Intimidation 6 (+8)
Perception 4 (+7)
Ranged Combat (Fire Breath) 6 (+10)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Improved Critical (Fire Breath), Improved Smash, Ranged Attack 4, Startle

Powers:
"Demonic Physiology"
Movement 1 (Wall-Crawling 1) (Flaws: Limited to Clinging) [1]
Flight 2 (8 mph) (Flaws: Limited to Hovering, Winged) [1]
Immunity 1 (Heat) [1]

"Talismans" (Flaws: Removable) [10]
"Hand" Blast Gains Multiattack 7-9 (9) -- (12 points)
AE: "Crown/Skull" Enhanced Advantages 2: Luck 2 (2)
AE: "Armour" Protection +2 (Extras: Impervious 5) (7)
AE: "Fang" Strength-Damage +2, Blast +2 (Improved Critical) (7)

"The Crests" (Flaws: Removable) [22]
"Pieces of the Fire Crest"
"Fire Crest- Claw" Blast 8 & Movement 1 (Wall-Crawling) (Removes Flaw) & Immunity 2 (Wall Spikes) (19) -- (27 points)
AE: "Fire Crest- Fire" Blast 6 (Feats: May Light Candles) (13)
AE: "Fire Crest- Buster" Blast 8 (16)
AE: "Fire Crest- Tornado & Platforms" Blast 6 & Create Object 2 (16)
AE: "Fire Crest- Demon Fire" Blast 9 (18)
AE: "Air Crest" Morph 1 (Aerial Gargoyle) (Feats: Metamorph) (6)
AE: "Earth Crest" Morph 1 (Ground Gargoyle) (Feats: Metamorph) (6)
AE: "Water Crest" Morph 1 (Tidal Gargoyle) (Feats: Metamorph) (6)
AE: "Time Crest" Morph 1 (Legendary Gargoyle) (Feats: Metamorph) (6)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Unarmed w/ Fang Talisman +10 (+8 Damage, DC 23)
Fire Breath/Tornado +10 (+6 Ranged Damage, DC 21)
Fire Breath w/ Fang Talisman +10 (+8 Ranged Damage, DC 23)
Fire Buster +10 (+8 Ranged Damage, DC 23)
Fire Buster w/ Fang Talisman +10 (+10 Ranged Damage, DC 25)
Demon Fire +10 (+9 Ranged Damage, DC 24)
Demon Fire w/ Fang Talisman +10 (+11 Ranged Damage, DC 26)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+10 Armour Talisman), Fortitude +8, Will +8

Complications:
Vulnerable (Water)- Submersion will cause Firebrand damage in all but his Tidal form.
Power Loss (Durability)- Firebrand starts out with only Stamina 6, and has to work to gain more.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 10 / Powers: 35 / Defenses: 10 (142)

-Firebrand is a good bit different from poor Arthur- he actually has a HEALTH BAR, and can actually take some damage! And by finding hidden Secrets, he can actually increase this Health Bar to far past its starting point! He can also kinda-sorta Fly, flapping his wings and staying airborne, though he can't move higher than his maximum jump height. Over the game, he gains additional powers, and also additional forms! This makes him one of the more complicated characters I've had to build- essentially, you build ONE Firebrand, but include the Crests as Removable Devices (as... well, they get removed from him, and he has to get them back. That's how Removable WORKS). However, these Devices each allow him to take different forms- the Metamorph Power. The additional forms therefore have their OWN powers locked up in the Device as well (I'm treating it like the Mandarin's Rings, or a standard Arsenal- a bunch of devices under a single heading, since you can only use one at a time anyways- if Batman can do that with the Batplane & Batmobile, then Firebrand can do it with his Crests, sez I).
-Firebrand is his baseline form has the Fire Breath, but the PIECES of his Fire Crest are scattered, and finding each one allows him certain boosts. He's only PL 8 with his initial Blast, but gaining the "Buster" portion of his Crest enables him to hit PL 9.5. And gathering his Talismans will enable further power to both his Unarmed and Blast attacks- enough to break PL 10! However, at-best he's only PL 10 defensively in this form, and that's only if you enable the Armour Talisman... and if you do THAT, then you can't have the Fang Talisman that boosts his damage. So if you max out his hitting power, he's at PL 10.5 offensively, PL 9 defensively. Not the greatest.

FIREBRAND- GROUND GARGOYLE
Role:
Villainous Hero
PL 10 (132)
STRENGTH
6/8 STAMINA 8 AGILITY 5/4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+11)
Deception 4 (+6)
Expertise (Demon Lord) 7 (+8)
Insight 2 (+5)
Intimidation 6 (+8)
Perception 4 (+7)
Ranged Combat (Fire Breath) 6 (+10)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Improved Critical (Breath), Improved Smash, Ranged Attack 4, Startle

Powers:
"Demonic Physiology"
Movement 1 (Wall-Crawling 1) (Flaws: Limited to Clinging) [1]
Immunity 1 (Heat) [1]

"Talismans" (Flaws: Removable) [10]
"Hand" Blast Gains Multiattack 7-9 (9) -- (12 points)
AE: "Crown/Skull" Enhanced Advantages 2: Luck 2 (2)
AE: "Armour" Protection +2 (Extras: Impervious 5) (7)
AE: "Fang" Strength-Damage +2, Blast +2 (Improved Critical) (7)

"The Crests" (Flaws: Removable) [15]
"The Earth Crest"
Enhanced Strength 2 (4)
Reduced Agility 1 (-2)
"Giant Charge" Speed 2 (8 mph) (2)
Leaping 1 (15 feet) (1)

"Ground Wave" Damage 8 (Extras: Area- 30ft. Line) (Flaws: Limited to Along the Ground) (8) -- (13)
AE: "Small Blast" Blast 5 (Diminished Range -2) (8)
AE: "Air Crest" Morph 1 (Aerial Gargoyle) (Feats: Metamorph) (6)
AE: "Fire Crest" Morph 1 (Fire Gargoyle) (Feats: Metamorph) (6)
AE: "Water Crest" Morph 1 (Tidal Gargoyle) (Feats: Metamorph) (6)
AE: "Time Crest" Morph 1 (Legendary Gargoyle) (Feats: Metamorph) (6)
-- (18 points)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Unarmed w/ Fang Talisman +10 (+10 Damage, DC 25)
Small Blast +10 (+5 Ranged Damage, DC 20)
Small Blast w/ Fang Talisman +10 (+7 Ranged Damage, DC 22)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +8 (+10 Armour Talisman), Fortitude +8, Will +8

Complications:
Vulnerable (Water)- Submersion will cause Firebrand damage in all but his Tidal form.
Power Loss (Durability)- Firebrand starts out with only Stamina 6, and has to work to gain more.

Total: Abilities: 68 / Skills: 34--17 / Advantages: 10 / Powers: 27 / Defenses: 10 (132)

-The Earth Crest gives Firebrand a bulky physique, enhanced Strength and block-busting power (as well as a Fireball that traces a path along the ground- handy for certain low-hanging things). It's useful in some situations, but as it's the first of your transformations, it's one of the ones you'll eventually leave behind. The Ground Gargoyle has two different attacks, which, as part of the Crest, are included in the Device set-up that includes all of the other Crests. It took me a while to figure that out (I was putting them all on his normal build, forgetting that if he lost the Earth Crest, he would lose his Boosts as well. The Ground Gargoyle maxes out at PL 10 all-around.

FIREBRAND- AERIAL GARGOYLE
Role:
Villainous Hero
PL 11 (145)
STRENGTH
6 STAMINA 8 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+11)
Deception 4 (+6)
Expertise (Demon Lord) 7 (+8)
Insight 2 (+5)
Intimidation 6 (+8)
Perception 4 (+7)
Ranged Combat (Fire Breath) 6 (+10)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Improved Critical (Fire Breath), Improved Smash, Ranged Attack 4, Startle

Powers:
"Demonic Physiology"
Movement 1 (Wall-Crawling 1) (Flaws: Limited to Clinging) [1]
Flight 2 (8 mph) (Flaws: Limited to Hovering, Winged) [1]
Immunity 1 (Heat) [1]

"Talismans" (Flaws: Removable) [10]
"Hand" Blast Gains Multiattack 7-9 (9) -- (12 points)
AE: "Crown/Skull" Enhanced Advantages 2: Luck 2 (2)
AE: "Armour" Protection +2 (Extras: Impervious 5) (7)
AE: "Fang" Strength-Damage +2, Blast +2 (Improved Critical) (7)

"The Crests" (Flaws: Removable) [25]
"The Air Crest"
Flight 3 (16 mph) (Flaws: Winged)- Replaces Above Flight (2)
Enhanced Agility 1 (2)
Enhanced Skills 4: Aerobatics 4 (+10) (2)
Enhanced Advantages 3: Defensive Attack, Improved Defenses, Evasion (3)
Enhanced Defenses 2 (4)

Blast 7 (14) -- (18)
AE: "Fire Crest" Morph 1 (Fire Gargoyle) (Feats: Metamorph) (6)
AE: "Earth Crest" Morph 1 (Ground Gargoyle) (Feats: Metamorph) (6)
AE: "Water Crest" Morph 1 (Tidal Gargoyle) (Feats: Metamorph) (6)
AE: "Time Crest" Morph 1 (Legendary Gargoyle) (Feats: Metamorph) (6)
-- (31 points)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Unarmed w/ Fang Talisman +10 (+8 Damage, DC 23)
Breath Weapon +10 (+7 Ranged Damage, DC 22)
Breath Weapon w/ Fang Talisman +10 (+9 Ranged Damage, DC 24)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +8 (+10 Armour Talisman), Fortitude +8, Will +8

Complications:
Vulnerable (Water)- Submersion will cause Firebrand damage in all but his Tidal form.
Power Loss (Durability)- Firebrand starts out with only Stamina 6, and has to work to gain more.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 10 / Powers: 38 / Defenses: 10 (145)

-The Air Crest is probably the most useful, giving him the ability to fly UPWARDS in a Pterodactyl-like form- as this is a Platform/Climbing-type action game, this is as game-breaking as you might imagine, allowing you to bypass certain things completely (though trust me, it doesn't look like a walk in the park- 80% of your enemies seem to be able to fly). The Aerial Gargoyle form is actually PL 11 defensively if you've armed the Armour Talisman, because the increased mobility will boost your defenses greatly.

FIREBRAND- TIDAL GARGOYLE
Role:
Villainous Hero
PL 10 (143)
STRENGTH
6 STAMINA 8 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+11)
Deception 4 (+6)
Expertise (Demon Lord) 7 (+8)
Insight 2 (+5)
Intimidation 6 (+8)
Perception 4 (+7)
Ranged Combat (Fire Breath) 6 (+10)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Improved Critical (Fire Breath), Improved Smash, Ranged Attack 4, Startle

Powers:
"Demonic Physiology"
Movement 1 (Wall-Crawling 1) (Flaws: Limited to Clinging) [1]
Flight 2 (8 mph) (Flaws: Limited to Hovering, Winged) [1]
Immunity 1 (Heat) [1]

"Talismans" (Flaws: Removable) [10]
"Hand" Blast Gains Multiattack 7-9 (9) -- (12 points)
AE: "Crown/Skull" Enhanced Advantages 2: Luck 2 (2)
AE: "Armour" Protection +2 (Extras: Impervious 5) (7)
AE: "Fang" Strength-Damage +2, Blast +2 (Improved Critical) (7)

"The Crests" (Flaws: Removable) [23]
"The Water Crest"
Swimming 5 (5)
Movement 1 (Environmental Adaptation- Aquatic) (2)
Enhanced Advantages 1: Favored Environment (Aquatic) (1)
Immunity 2 (Drowning, Pressure) (2)

Blast 7 (14) -- (18)
AE: "Air Crest" Morph 1 (Aerial Gargoyle) (Feats: Metamorph) (6)
AE: "Earth Crest" Morph 1 (Ground Gargoyle) (Feats: Metamorph) (6)
AE: "Fire Crest" Morph 1 (Fire Gargoyle) (Feats: Metamorph) (6)
AE: "Time Crest" Morph 1 (Legendary Gargoyle) (Feats: Metamorph) (6)
-- (28 points)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Unarmed w/ Fang Talisman +10 (+8 Damage, DC 23)
Breath Weapon +10 (+7 Ranged Damage, DC 22)
Breath Weapon w/ Fang Talisman +10 (+9 Ranged Damage, DC 24)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+10 Armour Talisman), Fortitude +8, Will +8

Complications:
Power Loss (Durability)- Firebrand starts out with only Stamina 6, and has to work to gain more.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 10 / Powers: 36 / Defenses: 10 (143)

-The Water Crest turns you into an Aquatic Demon, which, much like Aquaman, is typically only useful in certain areas. There's one or two levels that raise the water level, and Firebrand will take damage in most other forms- hence, this.

FIREBRAND- LEGENDARY GARGOYLE
Role:
Villainous Hero
PL 11 (145)
STRENGTH
6 STAMINA 8 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+11)
Deception 4 (+6)
Expertise (Demon Lord) 7 (+8)
Insight 2 (+5)
Intimidation 6 (+8)
Perception 4 (+7)
Ranged Combat (Fire Breath) 6 (+10)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Improved Critical (Fire Breath), Improved Smash, Ranged Attack 4, Startle

Powers:
"Demonic Physiology"
Movement 1 (Wall-Crawling 1) (Flaws: Limited to Clinging) [1]
Flight 2 (8 mph) (Flaws: Limited to Hovering, Winged) [1]
Immunity 1 (Heat) [1]

"Talismans" (Flaws: Removable) [10]
"Hand" Blast Gains Multiattack 7-9 (9) -- (12 points)
AE: "Crown/Skull" Enhanced Advantages 2: Luck 2 (2)
AE: "Armour" Protection +2 (Extras: Impervious 5) (7)
AE: "Fang" Strength-Damage +2, Blast +2 (Improved Critical) (7)

"The Crests" (Flaws: Removable) [25]
Protection 2 (Extras: Impervious 6) (8)
Blast 9 (Feats: Improved Critical) (19) -- (23)
AE: "Air Crest" Morph 1 (Aerial Gargoyle) (Feats: Metamorph) (6)
AE: "Earth Crest" Morph 1 (Ground Gargoyle) (Feats: Metamorph) (6)
AE: "Water Crest" Morph 1 (Tidal Gargoyle) (Feats: Metamorph) (6)
AE: "Fire Crest" Morph 1 (Fire Gargoyle) (Feats: Metamorph) (6)
-- (31 points)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Unarmed w/ Fang Talisman +10 (+8 Damage, DC 23)
Breath Weapon +10 (+9 Ranged Damage, DC 24)
Breath Weapon w/ Fang Talisman +10 (+11 Ranged Damage, DC 26)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10 (+12 Armour Talisman, +3-6 Impervious), Fortitude +8, Will +8

Complications:
Vulnerable (Water)- Submersion will cause Firebrand damage in all but his Tidal form.
Power Loss (Durability)- Firebrand starts out with only Stamina 6, and has to work to gain more.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 10 / Powers: 38 / Defenses: 10 (145)

-The Time Crest will turn you into a super-durable Demon, only taking half-damage from attacks (it looks like a slightly-modified Firebrand), and fights in much the same manner. Most of the "pros" will stick to just this form in the final levels of the game, as it's basically "Baseline Firebrand + More", and stacking the Fang & Armour Talismans onto it just makes it BETTER.

In the ending of the game, Firebrand gains the Crest of Heaven- a weapon so mighty that he gains the best of all of the other Crests, rendering everything else redundant:
"Heaven Crest- Ultimate Gargoyle" Protection +2, Blast 9, Strength +2, Leaping 2, Flight 3 (16 mph), Swimming 5, Movement (Environmental Adaptation- Aquatic), Immunity 2 (Drowning, Pressure)

MONSTER IN MY POCKET:
Game Type: Side-Scrolling Platformer
Release Date: 1992
Developer: Konami

-Monster In My Pocket was a pretty big deal back in the day- a series of monochromatic, plastic figures, they were based off of famous monsters, cryptids and, controversially, gods (protests were raised over using Hindu Gods at toys alongside Dracula and Bigfoot). They were simple, but were pretty well-designed, and you could get them in numerous colors- they're among the most-expensive toys, money-for-size, that you can find on eBay. Personally, I was never a big fan, and still don't really get into them- they're just a bit TOO simple and basic. Though I did manage to find a pair in Shreddies cereal boxes giveaways (back then, cereal boxes actually had a LOT of really cool things you could find- nowadays they're all but nonexistant) that turned out to be worth quite a bit on eBay- I should sell them some day, or at least trade them for cooler stuff, like Battle Beasts.
-In any case, the series had enough crossover appeal to earn themselves a video game in 1992- coming out for the NES via Konami. You can play either Vampire or The Monster (Frankenstein's Monster), and your enemy is Warlock- you must fight Warlock, who has most of the remainder of the series of Monsters as his minions (including Spring-Heeled Jack, the Kraken, Medusa and more) all through the home of the boy who owns them. That's right- you're basically playing toy-sized creatures as they run around an everyday home, then onto the streets, and into a construction site. Impressively, the game actually came with a unique toy- Blemmyes.

THE VAMPIRE & THE MONSTER
Role:
Tiny Heroes
PL 8 (83)
STRENGTH
4 STAMINA 6 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+10)
Expertise (Monster Stuff) 4 (+4)
Intimidation 3 (+5)
Perception 3 (+5)

Advantages:
All-Out Attack, Power Attack

Powers:
"Energy Attack" Strength-Damage +2 (Feats: Reach 2) [4]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Energy Attack +10 (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +5

Complications:
Responsibility (Tiny Creatures in a Giant Land)- The Monsters are all actually pocket-sized nothings in a very large world. Common household appliances are giants compared to them.

Total: Abilities: 58 / Skills: 16--8 / Advantages: 2 / Powers: 5 / Defenses: 10 (83)

-Vampire & The Monster were two of the heroic characters in the Monster In My Pocket comic book series- it seems the game was taking a bit from that. The other heroes do not appear in the gam, however. They're pretty typical Platform Heroes, not being very in-depth or expensive in terms of points. Both characters are apparently the same. They're technically Shrinking 16-sized beings at best, but I didn't feel like statting all that out, so they're "Generic Platform Heroes".

COOL SPOT:
Game Type: Side-Scrolling Platformer
Release Date: 1993
Developer: Virgin Games

-Cool Spot is another in a long line of "Advertising Games"- much like M.C. Kids and others, it's there to advertise foodstuffs. In this case, Spot was the mascot of the popular 7-Up brand of pop/soda/whatever- a citrusy beverage that was never really my thing. Replacing Fido Dido, their '80s mascot, he's... basically their "red dot" logo, only with shades, a mouth and limbs. Not only is he not really original, he lacked much in the way of that much-desired "attitude", aside from a fairly unemotive, lackadaisical style. I mean seriously, you need more than just sunglasses and a disinterested look to be "cool"- in MY day, you had to be in my FACE about your coolness to really contribute. This guy didn't have nothin'.
-Like many other games of its type, Cool Spot ended up on pretty much every system out at the time. My only real memory of it is my friend Jordan renting it in High School, and the two of us actually being pretty impressed with how decent the game was (considering it's a Generic Platform Game centred around a soda mascot). Virgin Games were one of the top companies of their time, and really did a good job on the graphics... for a drink mascot's game. There's even parallax on the screens and stuff- if you were a pre-Next Generation game, you HAD to have parallax in your backgrounds, or your game was crap. An arbitrary rule, but a rule nonetheless. Astonishingly, this game actually did well enough to earn a SEQUEL- Spot Goes To Hollywood was a 3-D game released in 1995, and even hit the Next Generation systems! As games were more competitive by this point (in that there were fewer games that had to fight harder), it didn't do to well.
-Fun fact: There was actually going to BE a Fido Dido video game- Fido himself was a cartoon character licensed to PepsiCo, and was made a kind of ambiguous, "place whatever attributes you want onto him" character whose ambiguity was kind of the point ("Fido stands for Fido. Fido is against no one"). Now, growing up in the 1980s, I saw a LOT of Fido Dido- other kids talked about him like he was cool, he showed up on stationary, a U.K. magazine, and other stuff you could buy... and really, he was just this THING. Most of the ads were kind of clever, inspired by the Looney Tunes short featuring Daffy Duck feuding with the animator (who turned out to be a certain lapine stinker). It's kind of funny though, because the guy really didn't have a character of his own- he just kind of had "it"- that unknowable quantity that made certain characters popular. His video game was canceled before it was released, and he was eventually replaced as the 7-Up mascot by Cool Spot. However, numerous other countries still use the character via the same license, AND he showed up as recently as the 2000s in some more ads, so in fact Fido Dido is still around.

COOL SPOT
Role:
Drink Mascot
PL 7 (84)
STRENGTH
0 STAMINA 3 AGILITY 5
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 11 (+11)
Expertise (Carbonated Beverages) 8 (+8)
Perception 3 (+5)
Ranged Combat (Bubbles) 4 (+10)

Advantages:
Accurate Attack, Improved Aim, Improved Critical (Bubbles), Ranged Attack 4

Powers:
Leaping 1 (15 feet) [1]
"Soda Bubbles" Blast 4 (Extras: Multiattack) [12]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Bubbles +10 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Rescuing Other Spots)- Other members of Spot's race are trapped throughout the levels for some reason.
Responsibility (Tiny Creature in a Giant Land)- Spot is actually pocket-sized nothings in a very large world. Common household appliances are giants compared to him, and his enemies include inchworms and fish-heads.

Total: Abilities: 34 / Skills: 26--13 / Advantages: 7 / Powers: 13 / Defenses: 17 (84)

-Spot is a typical PL 7-ish Platformer Hero- his game is pretty simple, and he's a friggin' SPOT.

THE LEGEND OF ZELDA:
Game Type: Overhead Action/Adventure Hack & Slash
Release Date: 1986
Developer: Nintendo

-Mario may have MADE Nintendo, but Link is who CEMENTED them. This was your definitive proof that Nintendo wasn't just some flash in the pan banking off of the hero of Donkey Kong, and proof that they didn't have to focus on some Jumping-themed game, either. The Legend of Zelda, centered around an elven hero named Link, made video games into a more CEREBRAL adventure- one involving puzzles, deep strategies, exploration, and secret-finding. The game was considered pretty tough- tough enough that as a kid I'd avoided the games entirely. I ended up getting "stuck" in games like this one too many times, because my dumb kid ass couldn't figure out where to go or what to do next :).
-The sequel was a bit bizarre- a side-view Castlevania-ish RPG-style game that involved a lot of chatting. It was controversial, and in retrospect a bit of a failure, but some people attest to its quality. Nonetheless, the series was usually an overhead-view Action Game, with a lot of the trappings of the RPG genre. The mix of the two made it less simple than Action games, and the constant action kept it from getting bogged down with boring stuff or random battles- kind of the best of both worlds. The series was a PHENOMENAL success, and soon Link was appearing in cartoons (he got the occasional episode in the Super Mario Bros. Super Show, which was 95% hot garbage. Link constantly hitting on Zelda and acting like an impulsive teenager was hilarious, though), sequels, and more. Generally, every time Nintendo gets a new system, we get a new game featuring Link: just as he'd done for the Nintendo, Link soon did for the Super NES, releasing the all-time classic A Link To The Past on that console in its first year of operation. The Nintendo 64 did the same, as did the later systems. Nintendo, not being a giant pile of idiots like Sega was, realized that the release of a new system required all the weapons you had to bear, and Link is their #2 after the plumber himself.
-Zelda games are known for toughness, but not unfairness. I finally played A Link To The Past in college, on the Game Boy Advance, and I found it tough-but-fair. I could generally get all the way through a dungeon on the lives I was allowed, hitting Game Over only at the final boss. Then, after restarting, I would be able to do the whole thing. Only once did I really get "stuck" and need help, and I can't remember what that was. Most of the Bosses were only difficult until you figured out which of your twenty-odd weapons could actually HURT the bastards (many were immune to the rest).
-The series is somewhat prone to controversy due to some odd creative decisions. The kiddie-looking recent games drew a lot of negative attention, but I think has been redeemed by history. In general, the Japanese keep aiming towards "kiddie", while Americans are more into the bad-ass adventures of Link the MAN- this is an interesting reflection of the two cultures (Japan likes cute things, and evne respects BAD-ASS cute things; in America, they prefer the toughies to look tough). They also added the character of Tingle, who is basically the Kender of Video Games- Americans HATE the character (he's dishonest, annoying, a thief, and dances around like a Scrappy-Doo type character), while others think he's cute and adds a lot of humor to the game.

LINK- circa A Link To The Past
Role:
Nintendo's #2 Mascot, Sword-Wielding Hero
PL 10 (184), PL 12 (184) with Cane of Byrna
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 4 PRESENCE 4

Skills:
Athletics 10 (+12)
Close Combat (Sword) 2 (+14)
Expertise (Hero) 4 (+6)
Insight 2 (+6)
Investigation 4 (+8)
Perception 5 (+9)
Persuasion 4 (+8)
Stealth 3 (+8)

Advantages:
Accurate Attack, Diehard, Equipment 4 (Assorted Gear), Evasion 2, Fast Grab, Fearless, Great Endurance, Improved Critical (Sword), Improved Critical (Bow), Improved Defense, Improved Initiative, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 10

Powers:
"Link's Arsenal" (Flaws: Easily Removable) [21]
"The Master Sword" Strength-Damage +4 (Feats: Improved Critical 2, Penetrating 4) Linked to Damage 6 (Extras: Area- 30ft. Line) (Quirks: Only When Uninjured -2) (20) -- (35 points)
AE: "Spin Attack" Strength-Damage +4 (Feats: Improved Critical 2, Penetrating 6), Enhanced Advantages 2: Takedown 2 (14)
AE: "Hook Shot" Blast 4 & Movement 1 (Swinging) (10)
AE: "Boomerang" Blast 5 (Feats: Homing) (11)
AE: "Bow & Arrow" Blast 4 (Extras: Multiattack) (12)
AE: "Bombs" Damage 8 (Feats: Triggered- Time) (Extras: Penetrating) (17)
AE: "Fire Rod" Blast 8 (16)
AE: "Ice Rod" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Extra Condition, Ranged) (18)
AE: "The Power Glove/Titan's Mitt" Power-Lifting 2 (800 lbs.) (2)
AE: "The Magic Mirror- Transport" Movement 1 (Dimensional Travel- The Dark World/The Light World) (Quirks: Can Only Leave a "Return Portal" to the Dark World) (1)
AE: "The Magic Mirror- Return To The Beginning" Teleport 10 (Extras: Accurate) (Flaws: Limited to Within Dungeons, Limited to the Dungeon's Entrance) (10)
AE: "Magic Flute" Summon 4 (Summons Duck With Movement- Dimensional Travel 1- to the Dark World) (8)
AE: "Magic Powder" Affliction 8 (Stamina; Dazed/Stunned/Transformed) (Feats: Reach 3) (Flaws: Limited to Certain Enemies) (7)
AE: "Bombos Medallion" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) (9)
AE: "Ether Medallion" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) & Nullify Environment 8 (Flaws: Limited to Rain) (13)
AE: "Quake Medallion" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Unreliable) Linked to Affliction 4 (Stamina; Dazed/Stunned/Transformed to Slime) (Extras: Area- 30ft. Burst) (17)

"Link's Gear" (Flaws: Easily Removable) [13]
"The Cane of Byrna" Energy Aura 5 (Flaws: Fades) Linked to Protection 4 (Quirks: May Not Use Spin Attack or Sword Beam -2) (17) -- (21 points)
AE: "The Magic Cape" Concealment 2 (Vision) & Immunity 2 (Spikes) (6)
AE: "The Pegasus Shoes" Speed 2 (8 mph) & Enhanced Strength 2 (Flaws: Limited to Damaging Objects) (4)
AE: "Zora's Flipper" Swimming 4 (4)

"Mirror Shield" (Flaws: Easily Removable) [15]
Enhanced Defenses 4 (4)
Deflect 10 (Extras: Reflection) (20)
-- (24 points)

"The Blue Mail" (Flaws: Removable) [8]
Protection 4 (Extras: Impervious 6) (10 points)

Equipment:
"Green Medicine" Removes Unreliable Flaw on Unreliable Spells (8)
"Red Medicine" Healing 8 (Flaws: Limited to Self) (8)
"The Book of Mudora" (Translates Old Hylian Speech)
"Bottles" (Holds Potions)
"Bug-Catching Net" (Catches Bugs & Fairies)
"Shovel"
"Lamp" (Lights Candles)
"The Magic Hammer" Strength-Damage +2, Hammers in Pegs (3)
"The Moon Pearl" (Allows Link to Retain Hylian Form in The Dark World- He's a Pink Rabbit Otherwise)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Master Sword +14 (+6 Damage & +6 Area Damage, DC 21 & 21)
Hook Shot & Bow +12 (+4 Ranged Damage, DC 19)
Boomerang +12 (+5 Ranged Damage, DC 20)
Fire Rod +12 (+8 Ranged Damage, DC 23)
Ice Rod +12 (+6 Ranged Damage, DC 16)
Medallions +8 Area (+8 Damage, DC 23)
Initiative +9

Defenses:
Dodge +10 (+12 Shield, DC 20-22), Parry +10 (+12 Shield, DC 20-22), Toughness +4 (+8 Blue Mail, +12 Cane of Byrna), Fortitude +6, Will +11

Complications:
Relationship (Princess Zelda)- Link is devoted to rescuing the Princess.
Enemy (Ganon)
Power Loss (Ammunition)- The Fire Rod, Ice Rod, Magic Cape & Bombs will rapidly run out of ammunition (usually the Magic Meter) if used too often. The Magical ones do EXTRA fast, since they're all using the same source for power.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 28 / Powers: 57 / Defenses: 12 (184)

-For a number of years, I've kind of wanted to stat out a proper Link from A Link to the Past, complete with all of his gear. And I never quite had the opportunity in a large setting of builds... until now. This Link represents the elite warrior near the end of the game, packing a ridiculous amount of gear in his pack. Seriously, where the frig is he carrying all this? Two rods, a shovel, a hammer, a book, two ranged weapons, a quiver of arrows, some pots, a net, a musical instrument, a glove and that sword? He's PL 10 overall, and has a ton of options to use in combat (most of which you'll have to cycle through to figure out what the next Boss is vulnerable to- right when you're out of health & lives thanks to the giant dungeon you've just faced).
-The Master Sword is one of the best, and can strike for PL 10 damage. It also has the extra effect of shooting out a beam of Energy in front of Link as he swings- this beam will also kill anything BEHIND the initial target of the Sword Strike (both are Linked, much like how some Equipment is Ranged Damage PLUS a Burst; though remember that you can't stack both onto a single foe). The Beam will also fail if Link has been injured. The Spin Attack (with the Sword) is effective at killing numerous foes, and can penetrate armor more easily (it's one of the few techniques that can slay Ganon himself at game's end). The Bow, Hook Show & Boomerang are all good at slightly different things, and are PL 8-9. The Fire Rod does extra Blast damage, but runs out of juice quickly (a Complication). The Ice Rod freezes weaker enemies (and kills the red head of Trillex, the boss of Turtle Mountain). He can use the Mirror or Flute for transport, timed Bombs to blow stuff up, and low-usage Medallions for Area Damage and a few side effects. The Glove/Mitt will enable Link to throw around heavy stones, and Magic Powder can transform weaker enemies into harmless other forms.
-He also has access to Movement-themed gear- Pegasus Shoes build his speed (and let him ram walls to knock things over), the Flippers let him swim, and the Magic Cape renders him invisible (at the cost of Magic Meter). Included with them (because it can be used alongside other weapons at times) is the Cane of Byrna, which allows him to create an Energy Aura around him, and gain extra durability for a while. This actually renders him PL 12 for a time (until it finally Fades).
-In the final stages of the game, Link has access to Silver Arrows, and the Tempered, then the Golden Sword. All of these are extra-damaging upgrades, pushing Link up a PL or two. I imagine the Tempered Sword is +5, and the Master Sword is +6; the Silver Arrows will be Blast 8.

"Majora's Mask Masks"
"Great Fairy Mask" Affliction 8 (Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst) (Flaws: Limited to Fairies, Limited to Moving Towards Wearer) (4)
"Bomb Mask" Damage 8 (Extras: Area- 30ft. Burst) (16)
"Deku Mask" Morph 1 (Deku Scrub) (Feats: Metamorph) (Powers include Water-Walking, Bubble Blast & Flight with a Deku Flower) (6)
"Goron Mask" Morph 1 (Goron) (Feats: Metamorph) (Powers include Strength +3, "Rolling Attack" Aura Damage 4, Speed 2, "Goron Pound" Stun Burst Affliction) (6)
"Mask of Scents" Senses 2 (Extended & Acute Scent) (2)
"Bunny Hood" Speed 2, Leaping 2 (4)
"Bremen Mask" Affliction 8 (Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst) (Flaws: Limited to Animals, Limited to Moving Towards Wearer, Limited to While Playing Ocarina) (2)
"Keaton Mask" Summon Keaton 2 (A wise being who can be asked questions) (4)
"Postman's Hat" Benefit 2 (Postman Position) (allows Link certain information) (2)
"All-Night Mask" Immunity 1 (Sleep) (prevents Link from falling asleep while listening to an old lady's story) (1)
"Stone Mask" Concealment 2 (Visuals) (won't work on major enemies, however) (4)
"Don Gero's Mask" Comprehend 2 (Speak to & Understand Animals) (Flaws: Limited to Frogs) (2)
"Romani's Mask" Benefit 1 (Member of the Milk Bar) (it lets you join a private club) (1)
"Troupe Leader's Mask" Affliction 8 (Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst) (Flaws: Limited to Calming Effect) (8)
"Kafei's Mask" Affliction 8 (Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst) (Flaws: Limited to Talking About Kafei, Limited to One Town) (4)
"The Mask of Truth" Mind-Reading 8 (Flaws: Limited to Animals), Comprehend 2 (Speak to & Understand Rocks) (Flaws: Limited to Gossiping Stones) (10)
"Giant's Mask" Growth 8 (16)
"Captain's Mask" Morph 1 (Captain Keeta), Benefit 2 (Authority) (7)
"Kamaro's Mask" Skill 8 (Dancing) (4)
"Gibdo Mask" Morph 1 (Gibdo), Comprehend 2 (Speak to & Understand Animals) (Flaws: Limited to Gibdos) (7)
"Garo's Mask" Benefit 1 (Status) (Link may enter a canyon and fight Garo Ninjas) (1)
"Zora Mask" Morph 1 (Zaro) (Feats: Metamorph) (Powers include Electrical Aura 4, "Boomerang Fins" Blast 5- Homing 2 & Ricochet, Swimming 4, Immunity- Drowning & Pressure) (6)

There's also the Fierce Deity's Mask, which is what allows Link to upgrde to "adult form" and hit harder. In effect, it allows him to hit the level of my above Link build. Most of these other Masks are for one or two events apiece, letting you gain in permanent Health or get to a certain location. Others are aides in Battle.

BAD DUDES VS. DRAGONNINJA:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1988
Developer: Data East

-I swear I'd never heard of this game until I was in my twenties, but how could you EVER forget the infamous refrain of "The President has been kidnapped by ninjas. Are you a bad enough dude to rescue the President?" It's a simple, unpretentious Beat 'Em Up, and didn't have a huge amount of success (compared to its contemporaries, anyways), but is famous just for that opening scene, with Meme-tastic dialogue. Only Blade and Striker, who are presumably both dudes known for their badness, can save the President, using their ass-kicking abilities and long-range "Qi" attacks. The game is ridiculously primitive by the standards of other games in the Beat 'Em Up genre- you're stuck on the x-axis (you can only move from side to side, not up or down). The multiple ninjas you face also go down in ONE HIT, disappearing no matter what. Also of note is the fact that the first Boss you fight is Karnov, from the Data East game of the same name.

"I'm BAD!"

BLADE & STRIKER
Role:
Bad Dudes
PL 8 (83)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 5 (+11)
Athletics 8 (+11)
Deception 2 (+5)
Expertise (Badness) 8 (+8)
Intimidation 2 (+5)
Perception 3 (+5)

Advantages:
Agile Feint, All-Out Attack, Improved Critical (Unarmed), Improved Defense, Improved Trip, Ranged Attack 4, Takedown 2

Powers:
"Flaming Punch" Strength-Damage +2 (Feats: Improved Critical) (Flaws: Distracting) [2]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Flaming Punch +11 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +5

Complications:
Enemy (DragonNinja)
Reputation (Bad Dudes)

Total: Abilities: 62 / Skills: 28--14 / Advantages: 11 / Powers: 2 / Defenses: 8 (83)

-Blade & Striker are like simpler versions of the Streets of Rage heroes- their enemies are sub-par, however, so the fact that they can wipe them out in a single heat each doesn't boost their PL too much. They're PL 7 on offense save for their Distracting Flaming Punch (you have to hold the Punch button for a few seconds to charge it up), and PL 7.5 with their Parry.

GANON (Ganondorf)
Role:
The Big Bad
PL 12 (212)
STRENGTH
5 STAMINA 8 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 4 PRESENCE 3

Skills:
Deception 8 (+11)
Expertise (Magic) 10 (+15)
Insight 3 (+7)
Intimidation 5 (+8)
Ranged Combat (Magic) 2 (+12)

Advantages:
Equipment 4 (Trident +3, Blast 8- Homing), Improved Critical (Magic) 2, Ranged Attack 8, Startle

Powers:
"Magical Might"
Force Field 4 (Extras: Impervious 11) [15]
"Technique of Darkness" Concealment 2 (Visuals) (Extras: Area- 30ft. Burst) [4]
Senses 2 (Darkvision) [2]
Immunity 20 (Fire Damage, Ice Effects, Bomb Damage) [20]

Teleport 10 (Extras: Accurate, Easy) (40) -- [42]
AE: "Circle of Flames" Blast 12 (Extras: Multiattack) (36)
AE: "Multiple Firebirds" Blast 12 (Feats: Indirect 2) (26)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Trident +11 (+8 Damage, DC 23)
Thrown Trident +10 (+8 Ranged Damage, DC 23)
Flames +12 (+12 Ranged Damage, DC 27)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +8 (+12 Force Field), Fortitude +10, Will +10

Complications:
Motivation (Ruling Everything)

Total: Abilities: 82 / Skills: 28--14 / Advantages: 15 / Powers: 83 / Defenses: 18 (212)

-Ganon is the Final Boss of most, if not all, Zelda games, and all in all, he's a pretty typical Dark Lord type of guy- dude simply wants to control everything, and wants to use the Triforce of Power to achieve it. It's falls to Link to deal with this. Later games call him Ganondorf and change his color and race a bit, but in A Link to the Past, he's a dark blue/purple porcine dude, and known by his nickname over his full one. The battle is a marathon and a test of defenses more than offense- he creates circles of fire around him and then Teleports, and he's ONLY vulnerable to a tiny handful of Link's gear- the Golden Sword, the Spin Attack, and the Silver Arrows. At PL 12, he's a heck of a challenge for a guy who's usually PL 10-12, and is keyed more towards accuracy than power.

ACTRAISER:
Game Type: Side-Scrolling Platformer/SimJesus
Release Date: 1990
Developer: Quintet

-This is one of those games whose name I recognize, but I've never played it, never seen it, and didn't even know what it was ABOUT until I looked it up. The name just always kind of stuck with me- it's rather interesting. It turns out, in this game you actually play God- literally, in fact. You play the Biblical dude (naturally, in the West the names were changed), and you've been defeated Satan himself. So your mission is to come back, win new worshippers, build new churches, and then engage in some levels kicking ass. The whole thing is basically a Simulation game where you allocate resources and whatever (thus building a healthy population of worshippers), but there's also some Platforming levels, where you defeat Satan's six lieutenants and regain power. The game ends on a rather introspective, bittersweet moment- God has defeated Satan, but soon finds himself with no worshippers and prayers at all- life has become so good that people no longer have anything to pray FOR. So God and his servant (you, the player) fly off in their spaceship, awaiting a time when they might be needed once more.
-The game received pretty good reviews, and is now considered one of the better "Cult Hit" games that faded away without a trace. It was popular enough to earn a sequel, but ActRaiser 2 was considered a big disappointment.

THE ANIMATED STATUE- AVATAR OF GOD
Role:
The Big Good
PL 9 (119)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Athletics 5 (+10)
Perception 4 (+6)
Persuasion 5 (+5)

Advantages:
Equipment 1 (Sword +3), Improved Critical (Sword), Ranged Attack 10, Takedown 2

Powers:
"Avatar of God"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]

"Magical Might"
"Three Fireballs" Blast 8 (Feats: Split 2) (18) -- [21]
AE: "Magical Stardust" Damage 8 (Feats: Reach 2) (Extras: Area- 30ft. Cylinder) (Quirks: Always a Diagonal Cylinder -1) (17)
AE: "Magical Aura" Damage 8 (Extras: Area- 30ft. Burst) (16)
AE: "Magiacl Light" Damage 8 (Feats: Indirect- From Above) (Extras: Area- 30ft. Line) (17)

Offense:
Unarmed +9 (+5 Damage, DC 20)
Sword +9 (+8 Damage, DC 23)
Fireballs +10 (+8 Ranged Damage, DC 23)
Magical Attacks +8 Area (+8 Damage, DC 23)
Initiative +3

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

Complications:
Motivation (Doing God's Will)

Total: Abilities: 28 / Skills: 14--7 / Advantages: 14 / Powers: 59 / Defenses: 11 (119)

-The Platforming levels of ActRaiser feature you playing as an animated statue, out to defeat the minions of Satan. With an annoying "Hah!" every time he swings his blade, the Statue wipes out tons of minions in one hit, and spams the attack further on Bosses. This part of the game is very primitive-looking and looks pretty simple, but you at least get some Magical Attacks.

I keep wanting to ask this, but I always forget: What Video Game Magazines did you all read growing up? Do you still read any (the ones that EXIST, anyways)? When I was younger, I LOVED Game Players. GamePro was a bit too childish, and DieHard GameFan was a bit too... elitist (?) for me (I guess the term they'd use now would be "Hipster-ish", if that term hadn't been kind of used as a general insult for "young people whose behavior mystifies me" these days). GamePlayers was basically a complete riot of goofiness, with their Letters Pages consisting of nothing but people inventing a random continuity of bizarre characters (Gamer X, Gazuga the three-eyed Ape God, Moogoo the Mangler and assorted other "write-in" characters invented by readers), occasionally-funny reviews, and an inability to take anything seriously. They culminated these weird stories in "The Cleansing", and politely told their fans to knock it off after it'd gone on for a couple of years.

The reviews come off as funny in retrospect, as what used to look like hard-hitting reviews now appear to be all of four paragraphs long each, and filled mostly with screenshots. Some writers have admitted to giving full reviews to games they played for all of twenty minutes, in order to make deadlines (their infamous Yoshi's Island review, giving it only a 76% and thus earning the enmity of thousands, mentions "The Baby" but fails to even bring up that the screaming kid is supposed to be MARIO).

I think I based a lot of my system loyalties around this mag- they had an obvious bias towards Nintendo (the Super NES version of any game was always reviewed better, thanks to stronger graphics), and my introduction to the magazine had a TON of hype for the "Ultra 64" and Donkey Kong Country. However, once Sony unveiled their plans for the PlayStation, they completely hyped THAT system, advertising Toshinden as "The Best Brawler EVER!" on one Hilarious In Hindsight cover, and generally burying the Saturn by comparison. They DID give Virtua Fighter 2 their best rating ever afterwards, at least, and gave props to SOME Saturn games, but it was very clear that they thought the PS-X whupped the Saturn's ass.

They changed their name to Ultra Game Players when the Nintendo 64 came out, and basically fell over themselves to hype Nintendo's new system. Alas, the energy had gone out of the mag by this point- they'd attempted to drop the humor by several degrees, turning into "Just Another Mag", and debuting their new Ratings System by IMMEDIATELY giving a perfect score to Mario 64 kind of annoyed me, as I was never as enamored with that game as everyone else was.

A lot of their writers and editors moved on to actual video game companies, but Chris Slate (their Editor during the wackiest period) went on to Nintendo Power and others, while Bill Donohue (the primary source of weirdness and odd ramblings) brought his Jaded Gamer column to other mags.

I "Byrne-Stole" a lot of DieHard GameFan, particularly because I was obsessed with anime as a teenager, and they had a big section on anime. But some of the reviews annoyed me, such as the guy who trashed every polygonal game (one line I always remember is "Can you imagine a *2-D* Fighter with these characters??") and insisted that 2-D was better (if only I'd known that I'd share that opinion as a Grumpy Old Man Gamer years later). I also collected a few issues of Video Games Magazine (dig the elaborate, evocative title), which had a more "do-it-yourself"/indie vibe (they used actual STAPLES, and contained a page-long section on 'zines. ZINES, people!! Before the internet became a big thing, small-press magazines were the way for rebellious indie-types to show the world their opinions). Their reviews annoyed me, though (disagreeing with my general opinions was an unforgivable failure), and so I only grabbed a handful of issues before quitting.

I never got into Electronic Gaming Monthly (too generic, I think. It never really stood out) or GamePro- I found GamePro, then the biggest and most-popular mag, to be more for kids (their Reviews consisted of funny faces to represent the numbers), and full of too much shilling, because they were the "Corporate" option. Nintendo Power and any other "System-Based" mag lacked credibility in my eyes, so I never, EVER read them (I mean, how would you trust NINTENDO to review a game for their own system?).

One of the funnier things of this era is reading the reviews and hype for the "lesser systems". Back in the day, there was actually a handful of OTHER contenders for Sega & Nintendo's money- most infamous today is Atari's horrible Jaguar- known for promising 64-bit graphics ("Do The Math", the advertising campaign went), but offering only a literal handful of good games, and filling the rest with abysmal garbage (Kasumi Ninja, Club Drive- some horrible Racing Game that earned the worst reviews ever). I also know it because a friend of mine who had a problem with honesty invented a "Rich Uncle" who had a Jaguar, and he claimed it was the BEST SYSTEM EVER, and that Club Drive was awesome. He eventually dropped it when I showed him the reviews (which often bordered on 30% scores).

Panasonic's 3DO and Phillips's CD-i were also infamous, primarily because they were UNGODLY expensive (more than the PlayStation ever was- a ridiculous $800 U.S. for some systems), and were full of terrible games- mostly FMV-type games to utilize the CD images and sound. Remember when *FMV* games were almost seen as a thing of the future? CD-i never managed a Killer App, but 3DO at least specialized in the "Best Versions" of a couple of games (I think Road Rash, plus the only Home Console version of Super Street Fighter II Turbo). Plus Way of the Warrior, which is a literal example of a digitized live-action fighting game made in someone's basement, with his friends as the characters.

What the FRICK!?!

SHOOT 'EM UP GAMES:

-Any time you hear the fan of one genre or another explain how theirs is the most challenging to play, you may also hear a fan of Shooting Games laugh. And laugh. And laugh.
-There is basically NO OTHER GENRE that builds the same kind of "this is impossible/how in the f*** do you play this on one quarter?" energy or the Shooting genre. Usually done from an overhead perspective (though you'll see some side-view Shooters as well), these games focus on you piloting a tiny ship against a veritable armada of gigantic enemies and their numerous weapons-fire. In almost every case, EVERYTHING is an Insta-Kill. You could be playing the world's most advanced Spaceship, and one tiny bullet with explode your entire vessel. Of, and your bullets suck. All you can manage is a single, tiny line of bullets against these hordes of enemies- your only hope is to grab the multiple Power-Ups that show up when you destroy certain foes. Oh, but don't get to used to them- one hit and you lose them all.
-Essentially, these games are the ultimate in reflexes and memorization- hauling ass to the one section of the screen where bullets WON'T hit you. Dodging dozens of attacks at the SAME TIME. Fighting Bosses that take up half the screen, and take literally hundreds of hits from your weakest weapons to go down (good luck retaining your Power-Ups for the whole fight). There's a reason a sub-genre of the type is called "Bullet Hell". Most games are pretty well the same thing, whether they're set in World War II or in a Future Time- a tiny ship against a horde. Some allow two players, which can at least help a little bit.
-The games kinda/sorta got their start with the fixed-screen classics Space Invaders and Galaga, though those are naturally very primitive. The genre itself has largely faded away, much like the Beat 'Em Ups- both failed to survive the Next Generation PS/N64 era, and instead got modified into other things (Devil May Cry is more of what a Beat 'Em Up genre has become, and most Shooting Games are usually behind-the-ship or First-Person perspective these days, and no longer suffer from Insta-Kill dynamics.

Some games in the genre:

R-TYPE:
Debut: 1987

-A side-scrolling game, R-Type puts you up against gigantic aliens. The game was considered to be excellent, but known for its relentless difficulty and complex level design- the enemies often had little to do with your defeat, and instead you were slain because the stage itself had corners and deathtraps.

1942:
Debut: 1984

-Odd for a game made in Japan, you play an AMERICAN jet fighting against the Axis Powers, including a large number of Japanese Imperial Navy weapons. Despite being set in World War II, you fight giant space rockets and assorted high-tech weapons that make the DC Universe's War Wheels look hilariously-primitive.

GRADIUS:
Debut: 1985

-A side-scroller like R-Type, it also featured you fighting against aliens. You play the Vic Viper, a futuristic ship that alternates between top-down and side views. You actually CHOOSE which aspects of your ship to build with Power-Ups, rather than grabbing them at random. This series was amazingly popular, and lasted even into the PlayStation era, hitting numerous sequels.

AXELAY:
Debut: 1992

-Konami, the makers of Gradius, made a similar game with the Super NES game Axelay, also featuring aliens. You gain weapons by experience rather than with pick-ups, and similar to the above game, you switch viewpoints. It's considered one of the greatest Shoot 'Em Ups of all time (hitting numerous lists for both the genre, and among the best SNES games, too!), but oddly enough, never received a sequel.

XEVIOUS:
Debut: 1983

-Namco's Xevious popularized the top-down view in Shooters, and received the first-ever TV commercial for an ARCADE game ("Are you devious enough for Xevious?"). The game had the top graphisc of its day, using honest-to-god SHADING on the ship and the enemies.

PHALANX:
Debut: 1991

-Phalanx is infamous primarily for the bizarre box art on the American Super NES release- a spaceship is seen, sure... but it's in the background, behind an OLD MAN, complete with hayseed clothes, hillbilly beard, and a banjo. A SHOOTING GAME features a completely incongruous old man who has absolutely nothing to do with the game itself. This was needlessly confusing, and probably prevented tons of kids from even RENTING the game, much less buying it... but without that silly cover, we'd probably never have anyone talking about Phalanx today. Hell, I still remember this ad as if it were yesterday- I can't say that about a LOT of the silly ads I've read over the years. In this particular instance, the ad has probably overshadowed the game itself.

DONPACHI:
Debut: 1995

-Created as the genre had almost disappeared, DonPachi is mostly known in Japan, and is one of the best examples of the "Bullet Hell" subgenre, which often forces you to cram yourself into one tiny corner of the screen, while hordes of bullets and laser beams fly all around you, taking up almost the entire screen.

GENERIC SHOOTER SHIP
Role: Lone Starship Against The Hordes

Baseline Stats: Colossal Size, Strength 15, Defense 12, Toughness 8 (15)
Movement: Space Travel 2, Flight 12 (26)

Weapons:
"Blaster Array" Blast 12 (Feats: Extended Range 3) (Extras: Multiattack) (Flaws: Limited to Level of Power-Up Drops) (27)
Linked To
"Simultaneous Area Blasts" Damage 12 (Extras: Area- 500ft. Line +5) (Flaws: Limited to Level of Power-Up Drops) (60)

Total Cost: Stats: 15 / Movement: 26 / Features: 0 / Weapons: 87 (128 Equipment Points)

-The Ships the pilots fly are extremely offensively-powerful, enough to wipe out dozens of enemy troops at once. Their Multiattack Blasts & Area Effects are Linked, meaning you can blast some guys, and hit other sin the Area Effect (remember though, that you can't strike someone twice in one round- M&M never allows that). However, their weapons come with a price- Power-Up Drops are necessary, and they often disappear when you die! I kept the Defenses of the Ships rather high because they are REALLY REALLY VULNERABLE compared to what you'd expect of a real vessel- absolutely anything will destroy them in an instant. Toughness 8 might even be pushing it. I mean, a single bullet could be devastating to a flying vehicle, but every one of these things explodes into a million pieces of something even GRAZES it half the time.
-A few Power-Ups will include things like Homing, Ricochet, and others. If they lack the full Power-Ups, they're often stuck with Blast 6- Multiattack at the beginning, but can upgrade to Line Area effects before ending up with this huge, far-reaching Line.

RAMPAGE:
Game Type: Single-Screen Action Game
Release Date: 1986
Developer: Bally Midway

-Rampage has arguably the greatest concept for a video game in history- you play a GIANT MONSTER whose only job is to destroy absolutely everything in sight and eating people, while the puny military desperately tries to kill you. You do you NOT make money with that? The titular "Rampage" takes up to three monsters at once through a full calendar year twice over, as they massacre their way across the entire United States and back- the game, like most early Arcade Games, will reset rather than "end". The game was released to numerous systems of its day, but didn't receive a sequel until almost ten years later- Rampage: World Tour came out for the PlayStation era, and itself received a handful of sequels. There will apparently be a movie coming out in 2017, starring Dwayne Johnson.

GEORGE THE GORILLA, LIZZIE THE LIZARD & RALPH THE WEREWOLF
Role:
Giant Monsters
PL 11 (95)
STRENGTH
12 STAMINA 12 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+15)
Perception 5 (+5)

Advantages:
All-Out Attack, Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle, Takedown 2

Powers:
Regeneration 6 (Flaws: Source- Consumed Food & People) [3]

"Giant Mutated Monster"
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +12, Fortitude +13, Will +7

Complications:
Weakness (Camera Flashes)- The Monsters will immediately fall if they see a photographer's flash.
Hatred (No Holding!)- George will only pick up women, Lizzie middle-aged men, and Ralph businessmen.
Involuntary Transformation (Human Form)- The Monsters will revert back to a nude, human form if they take too much damage.

Total: Abilities: 36 / Skills: 14--7 / Advantages: 8 / Powers: 20 / Defenses: 24 (95)

-The Monsters in Rampage aren't quite Full Kaiju- they're about four times the height of a normal human being. Their repeated attacks are nonetheless enough to demolish a multi-story building very quickly, and they can withstand repeated blasts from guns, helicopters and grenades- matter of fact, these are among the most durable Arcade Game characters EVER- not just in terms of the level of damage, but the number of attacks it takes to bring them down- most games were still in the "One Hit And You're Dead" quarter-munching mode, and these guys had actual HEALTH BARS.

STAR TROPICS:
Game Type: Action-Adventure Game
Release Date: 1990
Developer: Nintendo

-Another in the list of "Games I've vaguely-heard of, but never played", Star Tropics stars some kid named Mike out to find his missing uncle. Using a special yo-yo to fight aliens that have mysterious attacked, Mike also teams up with intelligent animals, and engages in numerous puzzle & information-seeking events- essentially, the game is a lower-level Legend of Zelda, complete with "Pick Up Hearts to Build Up Your Health", and finding additional weapons over the course of your adventure. In the opening bits, you have to jump on a bunch of panels, which reveals a hidden switch that allows you to open the door to exit a dungeon. Your enemies include Snails, Rats, Snakes (which move much faster than other foes) and Bats (who are the only things to move DIAGONALLY- everything else, including the hero, operates on an Up/Right/Down/Left grid system), and there are also giant animals in the dungeons that act as Bosses. Some of the dungeons are straight-up devious (INVISIBLE enemies? Trick Staircases that lead you back to the beginning of the dungeon? Nasty stuff). The game did okay, and received a sequel in 1994.

MIKE
Role:
The Hero
PL 7 (88)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 7 (+8)
Expertise (Survival) 4 (+5)
Insight 3 (+5)
Perception 4 (+6)
Persuasion 4 (+6)
Stealth 2 (+6)

Advantages:
Improved Critical (Yo-Yo), Improved Defense, Ranged Attack 8

Powers:
"Special Yo-Yo" (Flaws: Easily Removable) [3]
Strength Damage +3 (Feats: Reach 2) (5 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Yo-Yo +10 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +6

Complications:
Relationship (Dr. J- Uncle)- Mike's uncle has been abducted, and his mission is to find the man.

Total: Abilities: 52 / Skills: 24--12 / Advantages: 10 / Powers: 3 / Defenses: 11 (88)

-Mike is basically a low-grade Link, able to one-shot most Rats or Snails (which are as big as HE is), but takes much more time to finish off some fairly large snakes. He can gain temporary Items such as Baseball Bats (which give him Takedown 2 as well) or a Snowman (which can Freeze enemies on-screen for a short while- this is actually how you defeat the Giant Octopus Boss of Dungeon 2).

BIONIC COMMANDO:
Game Type: Side-Scrolling Action Platformer
Release Date: 1987
Developer: Capcom

-One of Capcom's early big hits, Bionic Commando nonetheless kind of disappeared, and doesn't have much of a legacy, either. Despite that, it was REALLY big among my group of friends back in my Elementary School days. It was different from the other Platformers of the day because the iconic "Grappling Hook" device was the only way for you to climb up to different levels. This gave the game more of a strategic element than was common in the Jump-hapy genre- your hero could not jump AT ALL. The original game was called Hitler's Revival: Top Secret, but as you can imagine, this and the Nazi symbols were all changed for the American localization. Oddly enough though, the Final Boss keeps his resemblance to Hitler (only the name is different- he's now Master-D), and someone even uses the word "damn" once! And then you see Hitler's head explode- in slow motion!
-You play Ladd (later "Rad" because... well, you know... JAPAN...) Spencer, a commando with bionics (duh), who engages in a one-man-war against the bad guys. Typically it's a side-scroller, but there are some overhead-view helicopter sequences in the NES version.

NATHAN "RAD" SPENCER (aka Ladd Spencer)
Role:
Heroic Superspy
PL 9 (125)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 4 (+9)
Athletics 8 (+11)
Expertise (Spy) 8 (+11)
Insight 2 (+6)
Investigation 4 (+8)
Perception 5 (+9)
Stealth 3 (+8)
Techonology 6 (+9)
Vehicles 4 (+10)

Advantages:
Equipment 5 (Bazooka- Line Damage 8, Machine Gun- Blast 5 Multiattack, Communications, Flare Gun- Dazzle Visuals Burst 8), Evasion, Fast Grab, Great Endurance, Improved Critical (Guns), Improved Defense, Improved Initiative, Ranged Attack 5

Powers:
"Bionic Arm"
Movement 1 (Swinging) [2]
Movement 1 (Wall-Crawling) (Flaws: Limited to While Swinging on the Ceiling) [1]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Guns +11 (+5 Ranged Damage, DC 20)
Bazooka +8 Area (+8 Damage, DC 23)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +8

Complications:
Relationship (Super Joe)- Joe is Rad's boss, and has been captured by the evil Empire.
Enemy (The Empire, Generallisimo Killt, Master-D)- The new Nazi Empire has formed, and Rad is devoted to stopping them.

Total: Abilities: 74 / Skills: 44--22 / Advantages: 16 / Powers: 3 / Defenses: 11 (125)

-Rad is a great fighter, though the game is a pretty standard Side-Scroller. He can fire a handful of bullets at a time, and most of the enemies are shot down relatively easily. However, later foes will take a LOT of fire to bring down, and you'll probably need something like the high-powered, Line Damaging "Bazooka". There's a few sub-par weapons as well, such as a blaster that fires three bullets in three different directions. His distinctive, iconic "Bionic Arm" is ironically one of the cheapest things on him- it's just a two-point Swinging power. In the game, Rad can't even JUMP- this requires constant use of the Arm to get from place to place, often moving himself up with a vertical shot, or to swing across dangerous areas by repeatedly grabbing at the wall.

LEISURE SUIT LARRY:
Game Type: Adventure Game
Release Date: 1987
Developer: Sierra

-Infamous, and known even in the mainstream to a degree, is the Leisure Suit Larry series of Computer Games. Set up in a typical "you walk around, talk to people, and figure out clues & strategies to get what you want" kind of way a lot of early computer games were, this one was nonetheless a bit different thanks to the fact that your goal was to GET LAID. The titular Larry was a badly-dressed lounge lizard who had an aching desire to bone every woman he saw, but his lack of looks, fashion sense or charisma constantly befuddled him. The games have become iconic for their adult-themed humor, un-PC jokes (one game features Gary Fairy, a lisping supporting character who, if you unzip your fly in front of him, marries you in a "Premature Ending"), and the general humor of this loser trying to score.
-The first game in the series was based off of the developer's 1991 Softporn Adventure game. Oftentimes, they games weren't really THAT racy, particularly in the middle years, but they got away with what they could. The series was popular enough to earn SEVERAL sequels, which was uncommonly-quick, even for back in the day (when games weren't made by armies of people, but by small groups). The next two years saw one sequel each, and they got all the way up to Leisure Suit Larry 7 in 1996 before the bottom fell out of the series. The "fourth" game was actually never released as a bit of an in-joke (it's nicknamed The Missing Floppies over a rumor that someone had lost the floppy disks to produce the game), so there were really only six. Some attempted comebacks have taken place, with varying degrees of success- 2004 & 2009 saw potential updates. But really, this kind of thing is more of a relic, known for racy attempts at humor that are nonetheless tamer than what FAMILY GUY produces these days, so I can't imagine it'd reach the same level of success, without going fully-pornographic.
-I actually watched my friend play some of these a few years ago- they seem pretty tame and more "cute" in how they try to get away with stuff. It's very dated and old-school, which is part of the charm, and why an update would inevitably fail. The graphics are abysmal, and it's hard to imagine someone playing this for faps- you're really just there for the gags if you're an adult. No doubt, however, that the LEGIONS of children who broke through the game's "Adults Only" controls were finding plenty to fap about with the pixelated, misshapen women in the series.

LARRY LAFFER
Role:
The Leisure Suit Larry (seriously, the character type is NAMED AFTER HIM)
PL 0 (10), PL 1 (10) Saves
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE -1

Skills:
Deception 8 (+7)
Expertise (Bad Suits) 4 (+4)
Expertise (Pop Culture) 4 (+4)

Advantages:
None

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +2

Complications:
Motivation (Getting Laid)
Addiction (Poon)
Relationship (Passionate Patti)- The two are treated as each other's One True Love, and they were even living together in harmony at the end of the third game. Subsequent ones have split them up (since, y'know, the game doesn't work if Larry's in a relationship).
Addiction (Fappin')- If Larry chooses to make a date with Rosie Palms, disaster will strike ("Possessing absolutely no self-control, you refuse to stop before you go blind!").

Total: Abilities: 2 / Skills: 16--8 / Advantages: 0 / Powers: 0 / Defenses: 0 (10)

-Larry, as you might imagine, is little more than a Bystander with some talking ability. Low Presence, however. He will be easily-defeated by most any tough guy around, and usually fails at hitting on women (in the opening game, he is a computer developer in his early '40s, wears a leisure suit, and has never lain with a woman). Assorted things can end the games- you die of VD within ONE MINUTE after intercourse with a prostitute without a condom, and if you leave before taking it OFF, you'll be arrested for indecency. Cars will run you over, muggers will beat you up, a cabbie will murder you for failure to pay your fare or crash after you give him some wine, drowning from a flushed toilet, burning to death from a sunburn after forgetting sun lotion, eating airport food with a pin it it, etc...

MARKO'S MAGIC FOOTBALL:
Game Type: Side-Scrolling Platformer
Release Date: 1994
Developer: Domark Software

-Called Marko in the U.S., this is a game I only remember because my very first Video Game Magazine, an issue of Game Players with Chief Thunder from Killer Instinct (then an unreleased game, seen only in previews) on the cover, mentioned it in the "Previews" section. Despite having lost the issue years back somehow, I still remember their description that Marko "will be appearing on just about every system out there in the coming year". At the time, this meant SNES, Genesis, Game Gear, and the Sega-CD (there was no Game Boy version, apparently). He was a kid with magical "Football" (this was made in the U.K., so the soccer ball would be a "football", being, you know, a ball for feet to kick), fighting... I dunno. Apparenly a mad scientist out to pollute, because the Planeteers were busy or something.

MARKO
Role:
Heroic Footballer
PL 7 (78)
STRENGTH
0 STAMINA 3 AGILITY 5
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 9 (+9)
Expertise (Footballer) 4 (+9) -- Uses Agility
Insight 2 (+4)
Perception 3 (+5)
Ranged Combat (Football) 6 (+10)

Advantages:
Improved Aim, Improved Critical (Magical Football), Power Attack, Ranged Attack 4

Powers:
"Soccer Player Physiology"
Enhanced Skills 12: Deception 12 (Flaws: Limited to Faking an Injury Because All Soccer Players are Injury-Faking Embarrassments to Real Athletes. F*** Soccer.) [3]

"Magical Football" (Flaws: Removable) [6]
"Returning Kick" Blast 4 (Feats: Ricochet, Homing) (6) -- (7 points)
AE: "Bounce On The Head" Damaging Aura 4 (Flaws: Limited to Overhead Enemies -2) (6)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Magical Football +10 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (Some Evil Mad Scientist)

Total: Abilities: 34 / Skills: 24--12 / Advantages: 7 / Powers: 9 / Defenses: 16 (78)

-Marko is your typical Platforming Hero, albeit with a nifty Ranged Weapon that he can always use. He's PL 7 overall, and has a Soccer Player's natural tendencies towards diving.

DUCK TALES:
Game Type: Side-Scrolling Platformer
Release Date: 1989
Developer: Capcom

-One of the Smash Hits of the "NES Era", Duck Tales skipped over me, since I wasn't a big fan of the cartoon (the Disney Afternoon hits in my mind were Darkwing Duck, Rescue Rangers and Gargoyles- I thought Duck Tales had some pretty lame villains, and I didn't care for the nephews or Webby as characters), and I didn't know anybody who played it. My NES Strategy Guide included a lot of stuff on it, and I was like "WTF? You play an old duck and you jump around on your cane like a Pogo Stick? LAME!" Therefore, you can imagine my surprise when years later I read that it was considered one of the era's true classics. Made by several of the key players in the Mega Man series, the game had an amazing soundtrack that still holds up today (keep in mind this is NES-era 8-bit sound), a lot of inventive sequences, and a TON of great action. Capcom was generally known for QUALITY for a reason.
-The game's concept was rather brilliant, and true to Uncle Scrooge- he wanted to travel around the world to increase his already-disgusting fortune. You have Five levels: African Mines, The Amazon, The Himalayas, Transylvania and the Moon. Your enemies include Flintheart Glomgold and Magica DeSpell from the cartoon. A huge success, it got a sequel I've never heard of in 1994, and even a modern update for the 2013-era systems!

YOUNG SCROOGE McDUCK
Created By:
Carl Barks
First Appearance: Christmas on Bear Mountain- Donald Duck Four-Color #178 (Dec. 1947)
Role: The Richest Duck On Earth, The Skin-Flintingest Tightwad Ever to Pinch a Penny
Group Affiliations: The Clan McDuck
PL 8 (177), PL 9 (177) When Raging
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Athletics 11 (+14)
Close Combat (Unarmed) 2 (+12)
Deception 4 (+8)
Expertise (Rancher) 6 (+10)
Expertise (Mining) 11 (+15)
Expertise (World Traveller) 10 (+14)
Expertise (Business) 10 (+14)
Insight 3 (+8)
Intimidation 9 (+13)
Investigation 1 (+6)
Perception 5 (+10)
Persasion 6 (+10)
Stealth 3 (+7)
Vehicles 3 (+6)

Advantages:
Accurate Attack, Animal Empathy, All-Out Attack, Beginner's Luck, Daze (Intimidation), Defensive Roll, Diehard, Equipment (Mining Pack), Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical 2 (Unarmed, Improvised Weapons), Improved Hold, Improvised Weapons, Inspire, Jack-of-All-Trades, Languages 2 (Many), Last Stand (Ignore All Damage For 1 Round w/ HP Spent), Power Attack, Prone Fighting, Ranged Attack 7, Skill Mastery (Mining), Startle, Takedown 2, Tracking, Ultimate Mining Skill, Well-Informed

Powers:
"Duck Rage"
Enhanced Strength 2 (Flaws: Uncontrolled- Must be Enraged) [2]
Protection 2 (Flaws: Uncontrolled- Must be Enraged) [1]
Enhanced Skills 4: Intimidation 4 (+17) (Flaws: Uncontrolled- Must be Enraged) [1]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Raging +12 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4 (+5 D.Roll, +7 Raging, +8 D.Roll), Fortitude +8, Will +12

Complications:
Motivation/Obsession (Greed)- Scrooge wants money. LOTS of money. Nothing less than being the richest duck in the world will do. He spent thirty years in non-stop search for wealth, first to help out his ailing family's fortunes, and finally money for it's own sake. He is cheap to the extreme- he once mailed himself away inside a crate of other things he was sending, just to save on postage for mailing himself as well. He traded a fancy suit for his trademark red vest (a much cheaper article of clothing) just because the seller threw in a fiver.
Responsibility (Making it Square)- Even since he was fleeced by his very first customer (in a lesson by his father to never overly-trust anyone), Scrooge has been obsessed with making his money, and "making it SQUARE!" He refuses to lie, cheat and steal his way through life. It was a major failing of his that he at one point fell away from this in his older years.
Enemy (Flintheart Glomgold)- Though he didn't know the young man's name at the time, Scrooge had the young Afrikaaner arrested when he tried to steal all of Scrooge's stuff during his time in the Transvaal. The two have been enemies ever since.
Enemy (The Beagle Boys)- Scrooge first clashed with the elder Beagles as a teenager in some Riverboat-based shenanigans, and successive generations have always risen to confound him.
Relationship (Family)- Scrooge left his family at a young age to make his fortune, but he never forgot about them. He sent money away to keep up their home and castle, and always was fond of his mother. Insulting her memory, or daring to insult him with the fact that she passed away... well, let's just say that unless your name is Galactus, you're pretty screwed. Hell, even then, Scrooge probably would have torn up Taa II and shoved the remains up the Devourer of Worlds' ass.
Reputation (Bad-Ass)- Scrooge's legend grows with every town he passes by, and eventually most people recognize his name. He has frequent challenges, and nobody leaves him alone. He's also a legendary cheapskate.

Total: Abilities: 74 / Skills: 84--42 / Advantages: 37 / Powers: 4 / Defenses: 20 (177)

-I never really had the opportunity to get into the whole "Duck-verse" that Disney Comics put out- America is one of the only places in the world dominated by super-heroes in the funny-pages, so there was never a lot of them around by the time I came of age. But like most comics nerds, once I got online, I heard this big deal about a fellow by the name of Carl Barks, who made the Ducks his life's work. He even created a fellow named Scrooge McDuck, who later got transferred to the "mainline" Disney stuff (animated shorts and the like) by virtue of his sheer tight-waddedness. Barks did a TON of "Adventuring the world" stories featuring Scrooge (who kind of outdid his nephew Donald in popularity), Donald, Huey, Dewey & Louie, and they were a sensation for a good long time. Curiously, the popularity of "The Good Duck Artist" (Barks was alongside "The Good Archie Artist" Dan DeCarlo in non-fame, since comics rarely touted the artists at the time) waned in the States, but he was an international success, where Disney Comics are still furiously popular in several countries, often with their own distinct continuities and adventures.
-Of course, I never really got into that. But I DID hear about a fantastic piece of work done by Don Rosa, a Barks enthusiast, entitled The Life and Times of Scrooge McDuck, the story of how a young Duck was sharper than the sharpies, and tougher than the toughies, and made his money SQUARE, and eventually became the richest Duck in all the world. Gleaning bits and pieces from "Barks Facts" as he called them, Rosa made a Continuity Porn-type of story using things Scrooge had remarked upon ("I made my money in the Gold Mines of the Yukon!"), and used his own unique interest in geography, world history, and Mining practices in general. And It. Is. AWESOME. Keep in mind I'm the guy who loves to bitch and complain more than anything else in the world, and I'm telling you that your life isn't complete without reading this two-Trade Paperback collection. Rosa makes Young Scrooge out to be one of the most awesome characters in history, doing all sorts of crap.
-Probably the best single issue is Scrooge digging for gold in Alaska, mixing the superhuman (tying himself to a flying eagle to find out where a gold vein's source was located) with the practical (a careful diagram of a real sluice, and an explanation for how gold mining works), being captured and trussed-up by some rival gold-diggers and businessmen in the Yukon, and then being taunted with his letters from home. Scrooge is at first despondent, especially when learning of his mother's illness back in Scotland. But when the hoggish arch-villain goes all "LAWLZ YOUR MOM IS DEAD!" something breaks in Scrooge- filled with all the rage one man can muster against an unfair world, the "motherless young lad" breaks his chains in the most-dramatic reveal EVER, then trashes an entire riverboat in the most-glorious action sequence of all time.
-How bad-ass is Scrooge? Well, the son of a bitch manages to make a charge on TEDDY ****ING ROOSEVELT, and you almost believe he would WIN! His stats here reflect a young Scrooge in his prime, using all kinds of Improvised Weapons (giant logs, sticks, stones, a baby grand piano... hell, he attacked the U.S. Army, Navy, Marines & Junior Woodchucks using a dilapidated fort as a THROWING WEAPON) and the skills he'd amassed over the years (learning from various mentor figures, including a few tricksters, who taught him that not everybody else plays fair, and you've got to win the SQUARE way to prove yourself the better man... er, Duck) to become the wealthiest Duck in the world.
-Scrooge's bad-assedness is kind of over-emphasized in the story in a tongue & cheek manner, as Rosa is prone to deliberate exaggeration for the sake of humour, but the scene where the evil Greedy Pig dude handcuffs him and makes fun of his dead mother... well, let's just say that you get two pages of the most pure awesome known to man. Scrooge proves himself scary enough to have a rep extending beyond Dawson City's Gold Rush and into the American West, South Africa, and Australia. Hell, when he roars, the ENTIRE JUNGLE flees in terror. He once used a LION as a cavalry mount, just to kick Flintheart Glomgold's ass! Lest ye think these stats exaggerate Scrooge slightly, keep in mind that I honestly believe had GALACTUS, DEVOURER OF WORLDS come in, tied Scrooge up, and mocked his mother, then you can be sure as shootin' that that very same World Devourer's ass is gonna be kicked straight past Taa II and back into the prior universe from whence he came. Scrooge is THAT bad-ass.

SCROOGE McDUCK- VIDEO GAME ERA
Created By:
Carl Barks
First Appearance: Christmas on Bear Mountain- Donald Duck Four-Color #178 (Dec. 1947)
Role: The Richest Duck On Earth, The Skin-Flintingest Tightwad Ever to Pinch a Penny
Group Affiliations: The Clan McDuck
PL 8 (160)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Athletics 10 (+12)
Close Combat (Unarmed) 1 (+11)
Deception 4 (+8)
Expertise (Rancher) 6 (+10)
Expertise (Mining) 11 (+15)
Expertise (World Traveller) 10 (+14)
Expertise (Business) 10 (+14)
Insight 3 (+8)
Intimidation 9 (+13)
Investigation 1 (+6)
Perception 5 (+10)
Persasion 6 (+10)
Stealth 3 (+7)
Vehicles 3 (+6)

Advantages:
Accurate Attack, Animal Empathy, Beginner's Luck, Daze (Intimidation), Fearless, Great Endurance, Improved Critical (Cane), Improvised Weapons, Inspire, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Ranged Attack 4, Skill Mastery (Mining), Startle, Takedown 2, Tracking, Ultimate Mining Skill, Well-Informed

Powers:
"Scrooge's Cane" (Flaws: Easily Removable) [5]
Immunity 5 (Floor Hazards) (5) -- (6)
AE: "Cane Smash" Strength-Damage +3 (3)
Leaping 1 (15 feet) (1)
-- (7 points)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Cane +11 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +12

Complications:
Motivation/Obsession (Greed)- Scrooge wants money. LOTS of money. Nothing less than being the richest duck in the world will do. He spent thirty years in non-stop search for wealth, first to help out his ailing family's fortunes, and finally money for it's own sake. He is cheap to the extreme- he once mailed himself away inside a crate of other things he was sending, just to save on postage for mailing himself as well. He traded a fancy suit for his trademark red vest (a much cheaper article of clothing) just because the seller threw in a fiver.
Responsibility (Making it Square)- Even since he was fleeced by his very first customer (in a lesson by his father to never overly-trust anyone), Scrooge has been obsessed with making his money, and "making it SQUARE!" He refuses to lie, cheat and steal his way through life. It was a major failing of his that he at one point fell away from this in his older years.
Enemy (Flintheart Glomgold)- Though he didn't know the young man's name at the time, Scrooge had the young Afrikaaner arrested when he tried to steal all of Scrooge's stuff during his time in the Transvaal. The two have been enemies ever since.
Enemy (The Beagle Boys)- Scrooge first clashed with the elder Beagles as a teenager in some Riverboat-based shenanigans, and successive generations have always risen to confound him.
Relationship (Family)- Scrooge left his family at a young age to make his fortune, but he never forgot about them. He sent money away to keep up their home and castle, and always was fond of his mother. Insulting her memory, or daring to insult him with the fact that she passed away... well, let's just say that unless your name is Galactus, you're pretty screwed. Hell, even then, Scrooge probably would have torn up Taa II and shoved the remains up the Devourer of Worlds' ass.
Reputation (Bad-Ass)- Scrooge's legend grows with every town he passes by, and eventually most people recognize his name. He has frequent challenges, and nobody leaves him alone. He's also a legendary cheapskate.

Total: Abilities: 74 / Skills: 82--41 / Advantages: 24 / Powers: 5 / Defenses: 16 (160)

-This is the Scrooge McDuck of the Duck Tales video game- a Platformer star with greap leaping ability (especially over hostile ground) and a powerful Cane strike.

KID ICARUS:
Game Type: Side-Scrolling Platformer
Release Date: 1986
Developer: Nintendo

-The most bizarre inclusion in Captain N: The Game Master's cartoon universe of Nintendo characters was Kid Icarus, primarily because I had ABSOLUTELY NO IDEA WHO HE WAS. I dunno if it was the time I grew up or what, but Kid Icarus struck me as a completely obscure game, and even today I've never so much as seen its graphics. And while Captain N was full of big names from Metroid, The Legend of Zelda, Punch-Out!, Mega Man and Castlevania (albeit in horribly-altered forms, at times...), here was a kid from a series that sat on the shelf for TWENTY-ONE YEARS before being updated (and even then, only with a Game Boy Advance game and showing up in Super Smash Bros.). So Pit was the odd man out of that squad, for certain. Never mind that he was actually treated as if his NAME was "Kid Icarus" (though that's an easy mistake to make, given how the friggin' game uses a different name than the character).
-The game is pretty standard- you fly around, using a bow & arrow on bad guys. The soundtrack is HORRIBLE, containing a lot of high-pitched shriek noises, and it seems to control a bit clumsily.

PIT
Role:
Heroic Defender
PL 8 (116)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 10 (+11)
Expertise (Angel) 7 (+8)
Insight 2 (+5)
Perception 4 (+7)
Ranged Combat (Bow) 3 (+11)

Advantages:
Equipment 1 (Hammer- Frees Trapped Centurions), Improved Aim, Improved Critical (Bow & Arrow), Ranged Attack 5

Powers:
Flight 4 (32 mph) (Flaws: Winged, Gliding) [2]
Leaping 1 (15 feet) [1]

"Protective Crystals" (Flaws: Removable) [12]
Energy Aura 3 (12)
Protection 2 (2)
-- (14 points)

"Bow & Arrow- Fully-Loaded" (Flaws: Easily Removable) [9]
Blast 5 (Extras: Multiattack) (15 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Bow & Arrow +11 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 Crystals), Fortitude +5, Will +8

Complications:
Responsibility (Angel Land & Palutena)- Pit is supposed to rescue both.
Power Loss (Multiattack, Range)- Pit's arrows will lose their Multiattack and gain Diminished Range 1-2 if he takes too much damage. Pit also cannot use them in Fortresses, because F*** you, this is Nintendo, and you're going to sit there and cry and throw your controller, aren't you, YOU BIG BABY?!?
Enemy (Medusa)

Total: Abilities: 54 / Skills: 26--14 / Advantages: 8 / Powers: 24 / Defenses: 16 (116)

-You get three Power-Ups: the Guard Crystal (a shield), Flaming Arrows (Multiattacked Arrows), and the Holy Bow (a better Bow with more range), but they only function if Pit's health is high enough.

DRAGON'S LAIR:
Game Type: Full Motion Video Timing-Based Button-Pushing Game
Release Date: 1983
Developer: Cinematronics w/ Don Bluth & Rick Ayer

Hilariously, for all of the legendary difficulty of the game, the combined thing is about twelve minutes long if you play it right...

-A famous, iconic series was Dragon's Lair, but today is known primarily for its high-quality animation, and its absurdly-stupid timing-based game functions. The animation was basically Cinema Quality thanks to the fact that they put it on LaserDisc and had DON BLUTH (famously, an ex-Disney animator who quit the studio for its penny-pinching and string of bad corporate decisions, and founded his own studio which began outdoing Disney at its own game... Disney would eventually get the shot in the arm they so desperately needed, and went roaring into the '90s with a string of movies that ended up sinking Bluth's business, and he was forced to swipe Disney's style completely in order to survive).
-In the game, you play Dirk the Daring, a goofy-looking, befuddled knight out to engage in the most-unoriginal form of video game heroing (though in '83, this was easily forgiven)- Rescuing a Princess From an Evil Dragon. Because the game was filmed in such a manner, they couldn't pull off the traditional Video Game things like having multiple enemies attack, or you controlling Dirk as he jumped and slashed around with his sword. You know... GAMEPLAY. Instead, they had to essentially invent a new genre- the Timing-Based Button-Presser. Essentially, if a light pops up, you push a button, and Dirk will do something. If you do it right, he will survive. If you don't (and... trust me, you won't), he will die a horrible, but well-animated, death. These games were known for being generally impossible, but much-beloved for their time (check out the comparisons in 1983 arcades and you'll see why something as skillfully animated as Dragon's Lair would succeed). Despite the ugliness of actually PLAYING the damn thing, the game proved notable enough to be put in the Smithsonian- an honor shared only by two other games: Pong and Pac-Man. And also, it contained a female character so overtly sexualized that she basically looks like she belongs in a Playboy comic strip. Seriously, like what the hell are her nipples made of? KNIVES? The "Little Girl/Dazed Bimbo" voice doesn't help. Nor does the fact that she appears to be amused and excited by the whole thing, instead of afraid.
-The game was popular enough to earn a sequel in 1987 (The Nostalgia Critic does a great review of both, with DON BLUTH HIMSELF coming in to taunt him- the Critic would also headline a campagin to earn funding for a Dragon's Lair MOVIE), a 13-episode TV series by Ruby-Spears in 1983, and a Platforming game on the NES in 1990. Another sequel came out for the infamous CD-i, one of many failed CD-based systems before the "Next Generation" era (this era saw a lot of VERY expensive machines with a lot of graphical power, and not a lot to do with it... so they made a lot of FMV games like this). Numerous copycats came about, and there was a legitimate concept that this might be the future of gaming. Unfortunately... the genre really kind of sucks ass. If there's so talent in the animation, and some charm in the style, such as the case in Dragon's Lair, then you can make something of it. But really, it's not skill-testing in the way that most video games are. The genre died out a VERY horrible death in the beginnings of the Next Generation Era, as the PlayStation and Saturn almost entirely stayed away from the genre save for some odd stuff from Japan (obviously not showing up over here, as it was live action and thus was hard to translate or advertise). Most of the games of this style from the '90s were on the 3DO and the CD-i. 2002 saw a sequel on the X-Box/PlayStation games of the time, but nothing else came out after 2005.

DIRK THE DARING
Role:
Heroic Defender, Easily-Killed Knight
PL 8 (79)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 10 (+12)
Expertise (Knight) 6 (+6)
Insight 1 (+1)
Investigation 3 (+3)
Perception 4 (+4)
Stealth 2 (+5)

Advantages:
Equipment 1 (Chain Mail +1, Sword +3), Improved Critical (Sword), Improved Defense, Uncanny Dodge

Offense:
Unarmed +11 (+2 Damage, DC 17)
Sword +11 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +2 (+3 Chain Mail), Fortitude +4, Will +7

Complications:
Enemy (Singe the Dragon, Mordoc the Evil Wizard)
Relationshp (Princess Daphne)

Total: Abilities: 44 / Skills: 26--13 / Advantages: 4 / Powers: 0 / Defenses: 18 (79)

-Properly assessing Dirk can be tough, because if you watch a complete playthrough with no mistakes, he literally one-shots every single enemy in front of him, and effortlessly makes it past approximately one deathtrap every TWO FRIGGIN' SECONDS. How this was possible for any human being on the planet is beyond me (put Captain America or Batman in front of this castle, and they'll be like "Yeah, no- Daphne can save herself"), but you'd probably literally have to have spent fifty to a hundred dollars on this nonsense to memorize every damn thing and find all of the hidden junk. I ended up going for a PL 8 offensive Knight-build with more moderate Defenses.

GROWL:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1991
Developer: Taito

-This is a completely uninspired, totally-indistinguishable Beat 'Em Up that almost nobody has heard of. So why am I bringing it up? Naturally, because I've a specific memory associated with it. There's a big campground in Alberta called Old McDonald's Farm, and was pretty much the only campsite my city-boy ass ever actually enjoyed (seriously, SCREW CAMPING)- unlike the others, this had not only a lake, but a petting zoo, cats and kittens roaming about, a candy store, and TWO ARCADES. Sure, one only had four games, but the other one had a HUGE assortment, including Samurai Shodown! And... THIS one. Growl had the unique distinction of being simple to figure out, and easy to play. It was the only game in the whole arcade that we passed, which we did by pumping a dozen quarters into it among me, my brother, and at least one of our cousins (camping being a family thing for us).
-The game is a standard Beat 'Em Up, featuring you playing bunch of Indiana Jones-lookin' forest rangers (none of whom are named in the Arcade game, and two are just Palette Swaps of the other two) who are out to save endangered animals from evil poachers- it went on like this for several stages of fighting generic dudes... until the Final Boss, an ALIEN, comes out in the end. The whole game is rather difficult if you're playing it solo, as the developers apparently didn't set the difficulty for if you WEREN'T playing with four people- the number of enemies remains unchanged! A Sega Genesis adaptation came out in 1991.

GEN
Role:
The Average Guy
PL 7 (102)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+9)
Athletics 8 (+11)
Close Combat (Unarmed) 1 (+11)
Deception 2 (+5)
Expertise (Forest Ranger) 8 (+10)
Intimidation 2 (+5)
Investigation 3 (+6)
Perception 3 (+6)

Advantages:
Agile Feint, All-Out Attack, Improved Critical (Unarmed), Improved Defense, Improved Trip, Ranged Attack 4, Takedown 2

Offense:
Unarmed +9 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +5

Complications:
Responsibility (Forest Ranger)- The Growl heroes are devoted to rescuing animals from evil poachers.

Total: Abilities: 66 / Skills: 32--16 / Advantages: 11 / Powers: 0 / Defenses: 9 (102)

-Gen is "The Average Guy" of the game.

JACK
Role:
The Fragile Speedster
PL 7 (104)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+11)
Athletics 8 (+10)
Deception 2 (+5)
Expertise (Forest Ranger) 8 (+10)
Intimidation 2 (+5)
Perception 3 (+5)

Advantages:
Agile Feint, All-Out Attack, Improved Critical (Unarmed), Improved Defense, Improved Trip, Ranged Attack 4, Takedown 2

Offense:
Unarmed +12 (+2 Damage, DC 17)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Forest Ranger)- The Growl heroes are devoted to rescuing animals from evil poachers.

Total: Abilities: 70 / Skills: 28--14 / Advantages: 11 / Powers: 0 / Defenses: 9 (104)

-Jack is the Glass Cannon/Fast Guy of the game. He and Burn are the two who can fight better with weapons than the other two.

BURN
Role:
The Mighty Glacier
PL 7 (100)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+8)
Athletics 6 (+10)
Deception 2 (+5)
Expertise (Forest Ranger) 8 (+10)
Intimidation 2 (+5)
Perception 3 (+5)

Advantages:
Agile Feint, All-Out Attack, Close Attack, Improved Critical (Unarmed), Improved Defense, Improved Trip, Ranged Attack 4, Takedown 2

Offense:
Unarmed +10 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +5, Fortitude +6, Will +5

Complications:
Responsibility (Forest Ranger)- The Growl heroes are devoted to rescuing animals from evil poachers.

Total: Abilities: 66 / Skills: 26--13 / Advantages: 12 / Powers: 0 / Defenses: 9 (100)

-Burn is a Big, Slow Guy, but is also extra-good with weapons.

KHAN
Role:
The Mighty Glacier
PL 7 (100)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+8)
Athletics 6 (+10)
Close Combat (Unarmed) 2 (+10)
Deception 2 (+5)
Expertise (Forest Ranger) 8 (+10)
Intimidation 2 (+5)
Perception 3 (+5)

Advantages:
Agile Feint, All-Out Attack, Close Attack, Improved Critical (Unarmed), Improved Defense, Improved Trip, Ranged Attack 4, Takedown 2

Offense:
Unarmed +10 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +5, Fortitude +6, Will +5

Complications:
Responsibility (Forest Ranger)- The Growl heroes are devoted to rescuing animals from evil poachers.

Total: Abilities: 64 / Skills: 28--14 / Advantages: 12 / Powers: 0 / Defenses: 10 (100)

-Khan is big and slow like Burn.

SPACE ACE:
Game Type: Full Motion Video Timing-Based Button-Pushing Game
Release Date: 1984
Developer: Advanced Microcomputer Systems w/ Don Bluth & Rick Ayer

-Space Ace was one of the first games to capitalize on the success of Dragon's Lair, and had the advantage of being from most of the same people- including Don Bluth's animation studios. It was unveiled only four months after Dragon's Lair was released, which is a CRAZY turnaround time, but wasn't released until early the next year. The general playstyle was the same, though moved into Science Fiction instead of Fantasy. More options are given as well, as there are "Multiple Choice" aspects, and the hero Dexter can turn into the adult Ace, and become a better fighter. The game even included DIFFICULTY LEVELS- a true rarity.
-A sequel was attempted for PC systems, using animation that couldn't make it to the first game's adaptation for the systems. In 184 there was a short-lived cartoon, just like Dragon's Lair got, and there were a bunch of weak side-scrolling adaptations for the systems of the '90s. All in all, though, Space Ace hasn't had much impact. It's basically a shorter version of the originator of the genre, but with more focus on Kimberly's butt than Daphne's breasts. Oh, and it's in space, and has the hero as a whiny-voiced kid for most of it.

ACE (Dexter)
Role:
Heroic Defender, Easily-Killed Space Hero, Burly Space Tough Guy-To-Whiny Teen
PL 9 (103)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 8 (+12)
Expertise (Space Hero) 6 (+8)
Investigation 3 (+5)
Perception 3 (+5)

Advantages:
Equipment 2 (Blaster +5), Improved Critical (Blaster), Improved Defense, Ranged Attack 8, Uncanny Dodge

Offense:
Unarmed +10 (+4 Damage, DC 19)
Blaster +12 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +6

Complications:
Enemy (Commander Borf)
Relationshp (Kimberly)- Kimberly is Ace's partner, and is captured by Borf, thus becoming a Damsel In Distress. Ace tries in vain to hit on her, but she's rather mouthy and sarcastic. Instead of focusing on boobs like a bunch of apes, the animators spend a lot of time doing upskirt shots of her barely-their panties. You know, like gentlemen.
Involuntary Transformation (Kid)- Ace has been transformed into a young boy by an Infanto-Ray, and thus has far reduced stats. As "Dexter", his stats are ST -1, STA 0, AGI 3, FIGHTING 4, PRE 0.

Total: Abilities: 68 / Skills: 20--10 / Advantages: 13 / Powers: 0 / Defenses: 12 (103)

-More of a Pulp Action Space Hero than a bumbler, Ace is nonetheless forced to spend most of the game as a whiny child ("KIMMYYYYYYYYYYYYYYYY!!!!") with far reduced stats. Otherwise he is both more powerful and better overall than Dirk, who dies from much more mundane stuff- Ace has to deal with things like Giant Clones of himself, huge energy weapons, and more.

NINJA GAIDEN:
Game Type: Side-Scrolling Action-Platformer
Release Date: 1986
Developer: Tecmo/Team Ninja

-Among the more infamously "Nintendo Hard" games of all time is the Ninja Gaiden series. The name is a funny thing- it's called Ninja Ryukenden ("Legend of the Ninja Dragon Sword") in Japan, but was given the title Gaiden, which means "Side-Story" in Japanese, though it's not actually a side-story of anything. And of course every single kid I ever knew pronounced it "Ninja Gay-den", because that word isn't used in English. I was an adult before I learned what it properly stood for.
-The first game was an Arcade Game in 1986, and it was styled more like Double Dragon, with you playing a pair of unnamed ninjas. The BEST-known game is the 1988 Nintendo version, which is a Side-Scroller with only one player as Ryu Hayabusa, who is attempting to free his father form an evil Apocalyptic Cult. The game shows a lot of cut-scenes that have become quite iconic, and were very unique for the era. The game is primarily known for its intense, vicious, unforgiving difficulty level. While not as unfair as Battletoads or Silver Surfer, Ninja Gaiden is staggering in its challenge. Every platform is tiny as balls. The enemies are numerous. Every strike that touches you will knock you five feet backwards, which will invariably launch you to your doom. As The Angry Video Game Nerd says, "There IS a way to die from taking too much damage in this game! But you'll never actually SEE IT!" The punishing level design finishes just about everybody- the platforms are absolutely CRAWLING with enemies.
-The game was a huge, huge hit- one of Nintendo's biggest. Though incredibly-difficult, it was well-made and had great action, and so it got excellent reviews, numerous "Game Of The Year" awards, and a number of sequels came out. Ninja Gaiden II featured the boss of Jaquio, the Boss of the first game. Ninja Gaiden III: The Ancient Ship of Doom is also exceedingly-difficult, getting rid of the game's "Infinite Lives" aspect. Oddly enough, the series more or less disappeared after the NES Era- the Super Nintendo only had a collected version of the NES Trilogy, and the Genesis cancelled a planned version. It wasn't until *2004* that Tecmo released a modern incarnation of Ryu's adventures, as well as including him in the Dead Or Alive Fighting Games (a series more well-known for giant, jiggling hooters than any gameplay elements). The modern Ninja Gaiden games are apparently just as punishing as the NES version, to the point of notoriety- people just aren't MADE for that anymore! Nowadays, we see a new game every four-ish years or so.

"What the...?

RYU HAYABUSA
Role:
Heroic Ninja
PL 9 (141)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 12 (+14)
Deception 3 (+6)
Expertise (Ninja) 10 (+12)
Insight 3 (+6)
Investigation 4 (+7)
Perception 3 (+6)
Stealth 2 (+8)
Treatment 1 (+3)

Advantages:
Accurate Attack, Equipment 3 (Ninja Gear), Evasion 2, Improved Critical (Sword), Improved Critical (Shuriken), Improved Defense, Improved Initiative, Languages (a few, probably), Power Attack, Quick Draw, Skill Master (Ninja), Ranged Attack 8, Takedown, Uncanny Dodge

Powers:
Leaping 1 (15 feet) [1]
Movement 1 (Wall-Crawling) [2]

Equipment:
"Windmill Shuriken" Blast 4 (Feats: Homing) (9)
"Dragon Sword" Strength-Damage +3 (Feats: Improved Critical) (4)
"The Art of the Fire Wheel" Blast 5 (10)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Sword +13 (+5 Damage, DC 20)
Shuriken +13 (+4 Ranged Damage, DC 19)
Fire Wheel +13 (+5 Ranged Damage, DC 20)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +8

Complications:
Relationship (Ken Hayabusa- Father)- Ryu is out to save his father from a vicious cult, at first.
Power Loss (Secondary Weapons)- Ryu requires "Spiritual Strength" to use any weapon other than his Dragon Sword, as well as any Extra Effort. This can be regained with power-ups.
Power Loss (Attacks)- Ryu does not attack while climbing walls or ladders.
Vulnerable (Knockback)- Ryu will immediately go flying towards the nearest Bottomless Pit should he be struck by an enemy- he will need to make a DC 22 Acrobatics Check every time he is struck in order to not go flying.

Total: Abilities: 76 / Skills: 46--23 / Advantages: 24 / Powers: 3 / Defenses: 15 (141)

-Ryu is one of those guys who could fit between PL 4 (what he comes off as in the games) and PL 10 (an Elite Comic Book-Calibre Ninja), but I went with PL 9- the games are just TOO FREAKING HARD to justify him at a higher level. Ryu has a ton of Ninja Skills, plus good fighting ability. Assorted other Items available in some games include Hourglasses that freeze all enemies on-screen for five seconds, Healing Potions, One-Ups, and Invincibility.

BUBSY:
Game Type: Side-Scrolling Action-Platformer
Release Date: 1993
Developer: Accolade, Eidetic

-Bubsy is infamous in the annals of gaming history for one thing and one thing only: Bubsy 3-D, an infamous hellhole of a game that has gained a huge reputation for being one of the Worst Games Ever. In fact, virtually every list of bad games I've ever read features it HEAVILY.
-Truth be told, it fills my heart with glee that Bubsy ended up with this reputation for being among the shittiest of game series, because I always hated the character. Granted, I never played his games. I have no idea how good the early ones are. But the character just BOTHERED me- that weird smirk; those half-closed eyes. Like they wanted him to be a cool "Animal With Attitude" (he was one of MANY characters coming in the wake of Sonic the Hedgehog, trying to capitalize on that fame by taking every critter in the Animal Kingdom and making him a snarky guy with expressive eyebrows), but didn't quite know how to do expressions properly, so he just ended up looking weird. His design was abysmal, too- just an orange cat in a plain white t-shirt.
-There were four Bubsy games in all, and they were released for numerous systems- the Super Nintendo, Genesis, PC, PlayStation and even the Atari Jaguar got in on the act. A typical Mascot-y character, there was a hype machine in place immediately- we almost got a Bubsy cartoon. The core plot was based around some aliens who... steal balls of yarn. Bubsy had the best collection of yarn in the world, you see, and now had to fight to get it back. The first game, Furred Adventures of the Clawed Kind, did well enough to earn a sequel the next year- here, he was fighting a guy who built a device that stole information from history. Fractured Furry Tales came out for the Jaguar in '94, and featured him running around in various Fairy Tales- the game otherwise plays the same as the first two. These games were considered to be So Okay They're Average- generic platformers that weren't BAD, but certainly didn't warrant the enormous advertising campaign that proclaimed Bubsy "the most-hyped character of 1993" according to Electronics Gaming Monthly.
-THEN... came Bubsy 3-D. This one came out in 1996 for the PlayStation, and represents the absolute worst of what happens every time there's a new revolution in gaming (or really, any technology). You ever notice how many the first games of the Next Generation console era (Saturn, PS-X) kind of suck in retrospect? Same thing happened when movies became "Talkies". Essentially, what goes down is that the technological jump is too high at first, and everyone struggles to keep up, or to use the new thing. AND the tech itself is often rather new and untested, and so everything becomes more primitive all of a sudden, as the old freedoms are gone (early Talkies were less cinematic and exciting than silent movies of the period, because everyone had to stay close to the then-primitive microphones- directors couldn't film what they had before). So with Bubsy 3-D, you had a studio working with technology they'd never seen before, with a genre that was still brand-spanking new. The 3-D Action Platformer had a few early contenders (like Mario 64 and Jumping Flash... but it was a tough medium where you had to create VAST worlds to maintain player interest, and had to work with a moving camera, different angles, and more.
-And it was HORRIFYING. The game was universally panned for awful controls and worse camera angles. Dense fog covers entire levels for much of the game, because they didn't have the graphics in place to show the entire thing. The game was so bad that it STILL tops lists to this very day. The negative reception was so bad that further releases for the Saturn and 32X were immediately dropped. It was bad enough that it killed the entire Bubsy series dead then and there- there was no coming back from a game THIS bad.

BUBSY THE BOBCAT
Role:
The Hero, Animal With Attitude
PL 7 (93)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Athletics 8 (+9)
Deception 2 (+4)
Expertise (Yarn) 10 (+10)
Perception 3 (+5)

Advantages:
Equipment 4 (Gear), Improved Critical (Bounce), Move-By Action, Ranged Attack 6

Powers:
"Platform Hero"
Leaping 1 (15 feet) [1]
Flight 1 (4 mph) (Flaws: Gliding) [1]
"Mario Bounce" Strength-Damage +3 [3]

Equipment:
"Smart Bombs" Blast 7 (Extras: Area- 30ft. Burst) (14)
"Diver's Suit"
"Nerf Gun" Blast 4 (8)
"Portable Hole" Teleport 10 (Flaws: Limited to Main Screen) (10)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Bounce +10 (+4 Damage, DC 19)
Nerf Gun +8 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibility (Yarn Collection)- Bubsy has the greatest yarn collection in the world, and fights hard to get it back.
Enemy (Woolies, Oinker, etc.)- Each Bubsy game seems to come up with a new nemesis.
Vulnerable (Water)- Bubsy will instantly drown if he is submerged in water.

Total: Abilities: 50 / Skills: 28--14 / Advantages: 12 / Powers: 5 / Defenses: 12 (93)

-Bubsy had only three Hit Points in the game- three hits from an enemy will kill him. Bubsy collects trading cards that he uses to purchase various items, such as a Portable Hole, a Diver's Suit, a Nerf Gun, Smart Bombs (which clear the screen), or Extra Lives. The second game include a niece & nephew.

SHINOBI:
Game Type: Side-Scrolling Action-Platformer
Release Date: 1987
Developer: Sega

-Sega's answer to Ninja Gaiden, Shinobi was considered QUITE bad-ass by kids of the time, in particular because the hero looked just like Storm Shadow from G.I. Joe. The series features a white-clad ninja fighting against terrorists and mystical enemies. The original game appeared in arcades in 1987, but the 1989 Genesis game The Revenge of Shinobi is probably the most well-known and best-remembered. The game famously features both BATMAN and SPIDER-MAN as Stage Bosses (also included are Expies of the Terminator and even Godzilla!). The next year, a third game was released (The Shadow Dancer), and it was also very well-received (in part because it featured Joe's DOG as a side character that could attack enemies). Another game came out in 1993, and two years later saw Shinobi Legions for the Sega Saturn. The Next Gen system offered nicely-detailed digitized graphics, a la Mortal Kombat, giving the game a different feel. It got pretty good reviews, but was quickly glossed over by the other games out at the time.
-Much to my surprise, it has a few post-2000 releases. The PS2 got one (it got okay-ish reviews, and then the series went on the shelf for nine more years, so I doubt it did great), and there was another in 2011, but only for the handheld 3DS.

JOE MUSASHI
Role:
Heroic Ninja
PL 10 (152)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 14 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 12 (+14)
Deception 3 (+6)
Expertise (Ninja) 10 (+12)
Insight 3 (+6)
Investigation 4 (+7)
Perception 3 (+6)
Stealth 2 (+8)
Treatment 1 (+3)

Advantages:
Accurate Attack, Equipment 3 (Ninja Gear), Evasion 2, Improved Critical (Sword), Improved Critical (Shuriken), Improved Defense, Improved Initiative, Languages (a few, probably), Power Attack, Quick Draw, Skill Master (Ninja), Ranged Attack 10, Takedown, Uncanny Dodge

Powers:
Leaping 1 (15 feet) [1]

"The Ninjitsu Skills"
"Jitsu of Mijin" Damage 10 (Extras: Area- 30ft. Burst, Penetrating) (Flaws: Unreliable -2, Side-Effect- Takes Damage 5) (5) -- [9]
AE: "Jitsu of Ikazuchi- Thunder Shield" Protection 1 (Extras: Impervious 5) (Flaws: Unreliable -2) & Luck 2 (Flaws: Limited to Damage Saves) & Withstand Damage (Trade Defenses For Toughness) (4)
AE: "Jitsu of Kariu- Four Dragon Pillars" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Unreliable -2) (4.5)
AE: "Jitsu of Fushin" Leaping +1 (Flaws: Unreliable -2) (1)

Equipment:
"Shuriken" Blast 4 (Extras: Multiattack) (12)
"Katana" Strength-Damage +3 (Feats: Improved Critical, Penetrating 4) (8)
"Bombs" Damage 6 (Feats: Triggered- Time) (Extras: Area- 15ft. Burst +1/2) (10)

Offense:
Unarmed +14 (+2 Damage, DC 17)
Sword +14 (+5 Damage, DC 20)
Shuriken +15 (+4 Ranged Damage, DC 19)
Karui +9 Area (+9 Damage, DC 24)
Mijin +10 Area (+10 Damage, DC 25)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4 (+5 Ikazuchi), Fortitude +6, Will +8

Complications:
Enemy (Spider-Man, Godzilla, Batman, etc.)- Okay, so most of these are shapeshifters or robots.

Total: Abilities: 78 / Skills: 46--23 / Advantages: 26 / Powers: 10 / Defenses: 15 (152)

-Joe is pretty similar to Ryu Hayabusa of Ninja Gaiden fame- natural, since both are high-level Ninja Action Platformer Heroes with Shurikens. Rescuing people will give him a Katana Slash & Explosive-Bullet Guns. He also has access to a Once-Per-Stage super-effect that will either clear the screen of enemies, or damage the Boss badly. I upgraded him to PL 10 owing to the fact that his foes are numerous, gigantic and varied in scope- even beating Pretend Spider-Man or Pretend Godzilla makes you a giant bad-ass. He has four different Ninja Abilities that he can use once per "Stage" (Unreliable -2), allowing either a damaging effect, or a temporary boost to something. The Toughness-boosting one would break PL caps doing it normally (it allows you 3-5 extra hits), so I went with a minor Toughness-boost, followed by some extra Advantages. Typically, these are saved for Bosses.

SUNSET RIDERS:
Game Type: Side-Scrolling Run & Gun/Beat 'Em Up
Release Date: 1991
Developer: Konami

-A game I've only ever seen in one of two small movie theaters located in my birthplace of Red Deer, Alberta (they've both since closed and opened up a proper "Multiplex"-style monster theater on the outskirts of town), Sunset Riders looks and behaves like a standard Beat 'Em Up, but the entire gimmick is based around cowboys shooting stuff, so it belongs to the "Run & Gun" genre as well. You play one of four Bounty Hunters on a mission to take down a few wanted bad guys. And on the way, you murder absolutely HUNDREDS of people using your trusty firearms. One imagines that if this were to actually happen in real life, it would be spoken of for quite some time- the infamous "Showdown and the O.K. Corral" only killed a tiny handful of people, and it's STILL spoken about. The shooting deaths of hundreds would be a monster deal, especially if only four guys did it.
-Of the four characters, there are really only two "types"- pistol-wielders and rifle-wielders. Steve & Billy are the same, as are Billy & Comancho. And yes, they really didn't have a lot of imagination when it came to naming their heroes. Not in designing them, either- the three white guys all have the same build and hair color! You basically run around with limitless ammo, killing dudes by pointing in certain directions- Upgrades allow for first two guns, then Multiattack. If you die, you lose your Upgrades (which are generally found inside of stuff, like in most games).
-The game was decently successful, earning SNES & Genesis conversions, both of which altered things. The Genesis kept only Billy & Comancho of the four characters, while the SNES version dropped the barfly girls, hunting dogs (Violence Against People? A-OK! Violence Against Animals? NOPE), and changed the Stage Boss's name from Chief Scalpem to Chief Wigwam (which is totally inoffensive to everyone, right?). No sequel was ever offered, making this one of the few Western Cowboy-themed games I can remember.

STEVE & BILLY
Role:
The Generic Guys
PL 8 (104)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+10)
Deception 3 (+6)
Expertise (Cowboy) 9 (+10)
Insight 3 (+6)
Investigation 4 (+7)
Perception 4 (+7)
Ranged Combat (Pistols) 2 (+11)
Stealth 2 (+6)

Advantages:
Accurate Attack, Equipment 4 (Pistols), Evasion, Improved Critical (Guns), Improved Defense, Improved Initiative, Precise Attack (Ranged/Cover), Quick Draw, Seize Initiative, Ranged Attack 4

Equipment:
"Twin Pistols" Blast 5 (Feats: Split) (Extras: Multiattack) (16)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Pistol +11 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Getting Paid)- The four cowboys are Bounty Hunters.

Total: Abilities: 56 / Skills: 36--18 / Advantages: 16 / Powers: 0 / Defenses: 14 (104)

-Steve & Billy are both generic blond-haired dudes with pistols. I made the Pistols Blast 5, because the Rifles in the game are a bit different.

BOB & CORMANO
Role:
The Rifle Guys
PL 8 (103)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+10)
Deception 3 (+6)
Expertise (Cowboy) 9 (+10)
Insight 3 (+6)
Investigation 4 (+7)
Perception 4 (+7)
Ranged Combat (Rifles) 2 (+11)
Stealth 2 (+6)

Advantages:
Accurate Attack, Equipment 3 (Rifles), Evasion, Improved Critical (Guns), Improved Defense, Improved Initiative, Precise Attack (Ranged/Cover), Quick Draw, Seize Initiative, Ranged Attack 4

Equipment:
"Twin Pistols" Blast 4 (Feats: Split) (Extras: Multiattack) (13)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Rifle +11 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Getting Paid)- The four cowboys are Bounty Hunters.

Total: Abilities: 56 / Skills: 36--18 / Advantages: 15 / Powers: 0 / Defenses: 14 (103)

-The rifles in the game work a bit oddly- they have little "sprays" of three bullets, giving them better accuracy, but I figure weaker power (or else Rifles are just plain better). The sprays get HUGE when you Upgrade them. Bob looks just like Steve & Billy, while Cormano looks like a friendly, bearded Mexican, complete with poncho & sombrero.


BEYOND OASIS:
Game Type: Overhead Action-Adventure Game
Release Date: 1994
Developer: Ancient

-I only recall seeing Beyond Oasis in gaming magazines at the time- usually the only image you'd see is of a guy in big poofy Arabian Pants standing around. The game was set up to be Sega's "Zelda Killer", the same way Sonic was a "Mario Killer", but in this case, it wasn't quite as successful. It's called The Story of Thor in Japan, but is actually set an Arabian world. You play Prince Ali, who wields a Golden Armlet that lets him summon four elemental spirits, and he's trying to stop the wielder of the Silver Armlet. The game did well enough to earn a Prequel two years later on the Sega Saturn, but that was it for the series- trying to out-do Zelda games was a big goal, and nobody could really reach it. The game is considered quite good, but not very challenging- it's a weak contender to Zelda, and its focus on Action AND RPGing means that it's not quite good at EITHER.

PRINCE ALI
Role:
Heroic Adventurer
PL 9 (150)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Athletics 8 (+10)
Close Combat (Knife) 3 (+15)
Expertise (Adventurer) 4 (+6)
Insight 3 (+6)
Investigation 3 (+6)
Perception 3 (+6)
Persuasion 2 (+6)
Stealth 1 (+6)

Advantages:
Accurate Attack, Equipment 6 (Sword, Knife, Crossbow), Evasion, Improved Critical (Knife) 2, Improved Critical (Sword), Improved Defense, Improved Trip, Quick Draw, Ranged Attack 8

Powers:
"Golden Armlet" (Flaws: Removable) [29]
"Shade- Doppelganger" Summon Clone of Ali 8 (Extras: Heroic +2) (Flaws: Source- Black Gems & Ice/Mirrors) & Vision Penetrates Concealment 2 (26) -- (36 points)
AE: "Shade- Dark Claw" Damage 7 (Feats: Reach 3) (Flaws: Source- Black Gems & Ice/Mirrors) (7)
AE: "Dytto- Magic Bubble" Blast 6 (Flaws: Source- Blue Gems & Water/Slimes) (6)
AE: "Dytto- Healing" Healing 8 (Flaws: Limited to Self, Source- Blue Gems & Water/Slimes) (4)
AE: "Dytto- Magic Storm" Blast 9 (Extras: Area- 30ft. Cylinder) (Flaws: Source- Blue Gems & Water/Slimes) (18)
AE: "Efreet- Flame Breath" Blast 6 (Flaws: Source- Red Gems & Fire/Bombs) (6)
AE: "Efreet- Fireball Attack" Blast 7 (Feats: Homing 4, Ricochet) (Flaws: Source- Red Gems & Fire/Bombs) (12)
AE: "Efreet- Summon" Summon 4 (Flaws: Source- Red Gems & Fire/Bombs) (4)
AE: "Bow- Bite Attack" Damage 5 (Feats: Reach 2) (Flaws: Source- Green Gems & Plants) (5)
AE: "Bow- Move Underground" Burrowing 6 (Flaws: Source- Green Gems & Plants) (3)
AE: "Bow- Poison Pollen" Affliction 9 (Fort; Dazed & Hindered/Stunned & Impaired/Paralyzed) (Extras: Area- 15ft. Cloud) (Flaws: Source- Green Gems & Plants) (9)

Equipment:
"Ali Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Sword" Strength-Damage +3 (Feats: Improved Critical) (4)
"Omega Sword" Strength-Damage +3 (Feats: Flaming Damage, Improved Critical) (Extras: Secondary Effect 5) (10)
"Fire Bow" Blast 4 (Feats: Fire Damage) (Diminished Range -1) (8)
"Metal Bow" Blast 5 (10)
"Atomic Bow" Blast 6 (Extras: Area- 15ft. Burst +1/2) (15)
"Bomb" Blast 6 (Extras: Area- 15ft. Burst +1/2) (Diminished Range -1) (14)
"Power Bomb" Blast 8 (Extras: Area- 15ft. Burst +1/2) (Diminished Range -1) (19)
"Hyper Bomb" Blast 9 (Extras: Area- 15ft. Burst +1/2) (Diminished Range -1) (15)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Ali Knife +15 (+3 Damage, DC 18)
Sword +12 (+5 Damage, DC 20)
Dark Claw +11 (+7 Damage, DC 22)
Fire Bow +10 (+4 Ranged Damage, DC 19)
Metal Bow +10 (+5 Ranged Damage, DC 20)
Magic Bubble/Flame Breath +10 (+6 Ranged Damage, DC 21)
Fireball Attack +10 (+7 Ranged Damage, DC 22)
Atomic Bow/Bomb +6 Area (+6 Ranged Damage, DC 21)
Power Bomb +8 Area (+8 Ranged Damage, DC 23)
Hyper Bomb/Magic Storm +6 Area (+9 Ranged Damage, DC 24)
Poison Pollen +9 Area (+9 Affliction, DC 19)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +4, Fortitude +5, Will +8

Complications:
Motivation (Stopping the Silver Armlet)
Power Loss (Weapons)- Ali's weapons are all quite fragile, save the Knife. The others will become damaged with prolonged use, and will need to be replaced.

Total: Abilities: 68 / Skills: 34--17 / Advantages: 22 / Powers: 29 / Defenses: 14 (150)

-Prince Ali is an athletic, acrobatic fighter who does a lot of flips and Special Moves (much more than Link, in fact- he's quite the swordfighter). The key with him is that his weaker Ali Knife allows him more special techniques, while the stronger Swords have fewer- essentially he's more accurate with the Knife. He also wields a variety of Crossbows & Bombs, as well as the Summoning capabilities of the Golden Armlet, which has tons of little options for attack.

BOOGERMAN- A PICK AND FLICK ADVENTURE:
Game Type: Side-Scrolling Action Platformer
Release Date: 1994
Developer: Interplay

-Among the more bizarre games to come out during "my" era of video games, Boogerman seems perfectly targeted for young boys. I mean, getting to play a video game AND disgust your sisters at the same time? BRILLIANT! This game came out for the Genesis first, then the Super NES, and features the titular character using disgusting body processes to fight the bad guys. He's an eccentric millionaire who discovered a scientist's pollution-defeating machine- the device, meant to teleport garbage to Dimension X-Crement, gave him superpowers. The graphics are pretty pixelated, but the character designs and way the characters move is taken straight from John Kricfalusi's "Spumco Style"- Boogerman's exaggerated movements remind me a lot of Powdered Toast Man. The animation is quite smooth overall- much moreso than most 16-bit games. This is probably because it was at the tail end of the lifespan for the Genesis & SNES. The Bosses include a barefoot hillbilly who fires eggs out of his chicken's heinie at you
-The game didn't do super-great, but the character appeared in Clayfighter 63 1/3 as a playable fighter. A recent attempt was made by the guy's original designers to make a new game via Kickstarter, but it only made $40,000, not nearly enough to win- it's believed that the project was quietly cancelled.

BOOGERMAN (Snotty Ragsdale)
Role:
Heroic Adventurer
PL 7 (89)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Perception 2 (+5)

Advantages:
Benefit 3 (Millionaire), Improved Aim, Improved Critical (Snot), Ranged Attack 8

Powers:
"Flick Snot" Blast 4 (Diminished Range -2) (6) -- [10]
AE: "Hock Loogie" Blast 4 (Flaws: Source- Milk) (4)
AE: "Fart/Belch" Blast 4 (Feats: Indirect- From Behind) (Flaws: Distracting) (5)
AE: "Mario Stomp" Strength-Damage +2 (2)
AE: "Flying Farts" Flight 3 (16 mph) (Flaws: Source- Chili Peppers) (3)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Stomp +8 (+4 Damage, DC 19)
Flick Snot/Loogie/Fart/Belch +10 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Stopping the Silver Armlet)
Power Loss (Weapons)- Ali's weapons are all quite fragile, save the Knife. The others will become damaged with prolonged use, and will need to be replaced.

Total: Abilities: 52 / Skills: 2--1 / Advantages: 13 / Powers: 10 / Defenses: 13 (89)

-Boogerman has a few distinct attacks- he can Stomp like Mario (kind of weird in a game designed around so many bodily-function-based attacks), throw Snot (in an odd mini-arc that makes it tough to aim right), hock Loogies (it goes straight, but has a more limited supply), and can both belch and fart (which, judging by the YouTube playthroughs, is very uncommon- from what I can see, the wind-up is so dramatic that it's basically worthless in combat).

METROID:
Game Type: Side-Scrolling Action-Adventure
Release Date: 1986
Developer: Nintendo

-Among Nintendo's biggest hits is the Metroid series, iconic for having one of the first female main characters in a genre absolutely dominated by dudes saving ladies. The first game actually made this a Shock Ending of all things- a famous shot of the armor-clad "Samus Aran" suddenly doffing her outfit to reveal a shapely woman in her underwear was a HUGE eye-opener for young gamers of the time. She debuted for Metroid for the NES- alongside Castlevania (the genre is now called "Metroidvania" in honor of the two), it's a sort of Side-Scroller with Platformer elements, but is really more exploratory. And way, WAY harder. You think you're tough? Play Metroid. METROID will let you know if you're tough. The game involves a ton of running around, fighting hordes of enemies, and gathering the power-ups you'll need to defeat the higher-end foes. The bosses are pretty incredible-looking, with this great, minimalistic music accompanying just about everything. Between the soulless, roaring monsters Samus fights, and the "Michael Myers Music" playing while they do so, you have a very unsettling experience.
-Embarrassingly, my only familiarity with the game was renting the much-fabled sequel Super Metroid for Super Nintendo... and immediately giving up ten minutes in because I couldn't get past something. I think it was something where you had to turn into the little ball- I don't know if there was another way around it, but when I couldn't pass it, I declared that the game was "overrated" and never played it again. Years later, I would get the original game for the Game Boy Advance, and played until I got bored climbing up an endless cavern that was necessary for you to gather all the power-ups you needed, and was befuddled by the fact taht the game was a single enormous maze that required TONS of moving around and retracing your steps (I'm not a person with a good sense of direction- I can barely handle a city map, much less something actually designed to be tough- Metroid turns me into Ryoga Hibiki). Really... I just don't think this genre was for me.
-Like Zelda, these games weren't common. The sheer size and scale of them meant that you typically only saw ONE game come out for each Nintendo system- The NES version was followed by a Game Boy sequel, and the Super NES got its own. Oddly enough, it went EIGHT YEARS between games (1994's SNES game and Metroid Prime for the Nintendo GameCube). It was an enormous smash hit in every form, becoming a Nintendo top-seller. The series soon shifted to a First-Person Shooter perspective in the later generations of systems, and since A) that's my least-favorite genre, and B) I didn't own any Nintendo system post-N64, I never got into the rest of it. But needless to say, Metroid games are still a very, very big deal.

SAMUS ARAN
Role:
Heroic Bounty Hunter
PL 12 (221)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Athletics 5 (+8)
Deception 3 (+6)
Expertise (Bounty Hunter) 9 (+13)
Insight 2 (+6)
Investigation 4 (+8)
Perception 7 (+11)
Technology 5 (+9)
Vehicles 9 (+14)

Advantages:
Accurate Attack, Beginner's Luck, Diehard, Equipment 6 (Ship), Fearless, Improved Aim, Improved Critical (Guns), Improved Defense, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 7, Tracking, Ultimate Bounty Hunter Skill

Powers:
"Chozo Physiology"
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Immunity 1 (Alien Environments) [1]

"Power Suit- Bonded Bio-Attachment"
Protection 4 [4]
Immunity 8 (Drowning, Pressure, Heat, Cold, Radiation, Pressure, Acid Damage 2) [8]
"X-Ray Scope" Senses 4 (Vision Penetrates Concealment) [4]

"Super Missile" Blast 12 (Extras: Penetrating 10) (34) -- [47]
AE: "Missile" Blast 9 (18)
AE: "Charge Beam" Blast 7 (14)
AE: "Ice Beam" Affliction 8 (Fort; Dazed & Hindered/Stunned & Defenseless/Paralyzed) (Extras: Ranged) Linked to Weaken Toughness 6 (Extras: Ranged) (28)
AE: "Plasma Beam" Damage 8 (Extras: Area- 60ft. Line +2) (24)
AE: "Spazer Beam" Blast 6 (Extras: Multiattack) (18)
AE: "Wave Beam" Blast 7 (Feats: Indirect 1- Away From Samus; Out From Obstacles) (15)
AE: "Screw Attack" Damage 9 (Feats: Accurate 2) (11)
AE: "Power Bombs" Damage 9 (Feats: Triggered) (Extras: Area- 30ft. Burst) (19)
AE: "Grapple Beam" Movement 1 (Swinging) (2)
AE: "Space Jump" Flight 2 (8 mph) (4)
AE: "Speed-Booster" Speed 8 (500 mph), Strength-Damage +4 (Feats: Accurate 2), Immunity 2 (Slam Damage) (16)
AE: "Hi-Jump Boots" Leaping +2 (60 feet) (2)
AE: "Paralyzer" Affliction 6 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Multiattack) (18)

"Morph Ball" Shrinking 4 (Flaws: May Only Use Bombs) Linked to Movement 1 (Slithering) [10]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Speed-Booster +12 (+8 Damage, DC 23)
Screw Attack +12 (+9 Damage, DC 24)
Spazer Beam +12 (+6 Ranged Damage, DC 21)
Charge/Wave Beam +12 (+7 Ranged Damage, DC 22)
Ice Beam +12 (+8 Ranged Affliction & +6 Weaken, DC 18 & 16)
Plasma Beam +8 Area (+8 Damage, DC 23)
Paralyzer +12 (+6 Ranged Affliction, DC 16)
Missile +12 (+9 Ranged Damage, DC 24)
Super Missile +12 (+12 Ranged Damage, DC 27)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +4 (+8 Power Suit), Fortitude +8, Will +11

Complications:
Responsibility (Bounty Hunter)- Though trained by intergalactic police, Samus is a Bounty Hunter. She is often sent against Space Pirates.
Enemy (Ridley)- Ridley killed Samus's parents.
Power Loss (Ammo)- Samus requires ammunition for her weapons. Most beam weapons require "Energy" which she stores in many tanks. The Missiles are the rarest.

Total: Abilities: 74 / Skills: 44--22 / Advantages: 25 / Powers: 77 / Defenses: 22 (221)

-Samus Aran has gone on to become a gaming icon, and naturally, the modern era has seen her drop the bulky Armor as often as not, and replace it with a vacuum-packed, skin-tight blue bodysuit. Her personality has been kept deliberately vague (usually, she just broods), in order to allow the fans to perceive Samus as an avatar for themselves.
-The death of the Baby Metroid in Super Metroid, caused by it attacking Mother Brain and draining its power, gives Samus the "Hyper Beam", which is staggeringly more powerful than the other Beams (which it replaces completely). It's at least Blast 13-14 or so. Suit upgrades include the Gravity Suit (Environmental Adaptation- Zero Gravity), and a few in some other games. The Super Missile is the most-powerful regular weapon in her arsenal, though they can be a bit hard to find (they border on Unreliable)- they make her PL 12- the rest of her arsenal is at PL 11, while her Parry is only PL 10 and Dodge at PL 10.5. So while her Power Level looks very impressive on paper, she can't just tank everything with no problem.

RIDLEY
Role:
Mini-Boss
PL 11 (141)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Space Pirate) 8 (+11)
Intimidation 8 (+10)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Fearless, Improved Critical (Blast), Power Attack, Startle

Powers:
"Giant Space Pterodactyl Thing"
Immunity 2 (Vaccum, Cold) [2]
Flight 5 (60 mph) (Flaws: Winged) [5]
Movement 1 (Space Travel 1) [2]
Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Impervious Toughness 7 [7]

"Breath Weapon" Blast 11 (Feats: Accurate 5) (27) -- [28]
AE: "Spiked Tail" Strength-Damage +2 (Feats: Reach 3) (5)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Spiked Tail +10 (+10 Damage, DC 25)
Breath Weapon +10 (+11 Ranged Damage, DC 26)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+4 Impervious), Fortitude +9, Will +7

Complications:
Motivation (Greed)- Ridley is a pirate.

Total: Abilities: 52 / Skills: 16--8 / Advantages: 7 / Powers: 50 / Defenses: 17 (141)

-Ridley is the distinctive, iconic Mini-Boss of most Metroid games, repeatedly showing up despite having been killed in most of them. Ridley is a Space Pirate that killed Samus Aran's parents... and is also a giant Pterodactyl Monster with a voice like Anguirus from the Godzilla films, and a Breath Weapon.

ROAD RASH:
Game Type: Racing
Release Date: 1991
Developer: Electronic Arts

-Though the series has long since fallen out of favor, and it was nowhere near as famous as some of its violent contemporaries, I have to think of Road Rash as one of the absolutely iconic games of the early '90s. While most games featured virtuous heroes, evil villains, and black & white morality tales, here was a game centred around ILLEGAL STREET RACES, where the player was rewarded for engaging in blatantly criminal behavior. The police are even ENEMIES- your character must avoid the fuzz, lash out at rivals with actual melee weapons, and more. A better representative of the "bad-ass, extreme" early '90s period I can't imagine- the bloody & violent Mortal Kombat always gets brought up more, but to me, Road Rash is just as representative of the times.
-The game features illegal motorcycle races- ones which allow you to violently assault rival racers, get caught by the police, and more- you're rewarded in dollars for positioning highly, and the more you win, the more you can upgrade your gear. The first game was on the Sega Genesis (then making its bones as a nastier, scrappier, more "adult" contemporary to Nintendo's more child-friendly system), and they would release five more between 1991 and 2000. Scaled down versions came out for the Master System (!!), Game Gear & Game Boy, while upgraded ones came out for the Sega CD, 3DO, PlayStation & Saturn- these ones featured not only better graphics, but actual MUSIC VIDEOS, FMV segments (with your character getting arrested, getting taunted, or other things).
-Curiously, the second and third games were Genesis exclusives, and then PlayStation & Nintendo 64 received their own versions. EA has dropped the series, and most Racing Games you see these days are car-based and set up a bit more mundane & realistic. Many similar games to Road Rash were released in its wake- Skitchin' ("It's Bitchin'", went the advertising) and an "Extreme Games"-themed one was a launch title for the Sony PlayStation (complete with luge-boarders, who looked like giant idiots next to the skateboarders & rollerbladers).

ROAD RASH RACER
Role:
Illegal Racer
PL 5 (67)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Deception 4 (+6)
Expertise (Criminal) 3 (+3)
Insight 2 (+4)
Intimidation 3 (+5)
Perception 4 (+6)
Vehicles 2 (+5)
Vehicles 8 (+13) -- Flaws: Limited to Ground Vehicles

Advantages:
Equipment 3 (Motorcycle, Chain, Pipe, etc.), Ultimate Racer

Offense:
Unarmed +6 (+2 Damage, DC 17)
Weapon +6 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +5

Complications:
Motivation (Greed)
Reputation (Criminals)- Street racing is an illegal activity.

Total: Abilities: 44 / Skills: 26--13 / Advantages: 4 / Powers: 0 / Defenses: 6 (67)

-The racers in Road Rash are a dangerous, scrappy bunch, but not as much as the elite fighters in other Video Games. Their primary goal is still racing, after all.

MOTHER BRAIN
Role:
Final Boss
PL 13 (220)
STRENGTH
9 STAMINA 14 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 10 AWARENESS 4 PRESENCE 3

Skills:
Expertise (Science) 8 (+18)
Close Combat (Unarmed) 4 (+12)
Insight 3 (+7)
Intimidation 8 (+11)
Perception 5 (+9)
Technology 8 (+18)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Fearless, Improved Aim, Improved Critical (Blast) 2, Inventor, Power Attack, Ranged Attack 12, Startle

Powers:
"Bombs" Blast 12 (Extras: Area- 30ft. Line) (36) -- [38]
AE: Energy Blast 13 (Feats: Improved Critical 2) (28)
AE: "Ring Lasers" Blast 11 (Feats: Improved Critical, Accurate) (Extras: Multiattack) (35)

Growth 7 (Str & Sta +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (25 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Impervious Toughness 11 [11]

Offense:
Unarmed +12 (+9 Damage, DC 24)
Ring Lasers +14 (+11 Ranged Damage, DC 26)
Energy Blast +12 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +14 (+6 Impervious), Fortitude +14, Will +8

Complications:
Motivation (Resetting Back to Zero)- Mother Brain wishes to restart the universe- killing everyone around and beginning again.

Total: Abilities: 100 / Skills: 36--18 / Advantages: 22 / Powers: 64 / Defenses: 16 (220)

-Mother Brain is the recurring Final Boss of the Metroid series, and is a giant, Evil A.I. created by Samus's people, the Chozo- she turned on her creators when Ridley and his Space Pirates invaded the planet. In Super Metroid, she returns with greater power (decked out like a weird Cyber-T-Rex), and is only slain when the Baby Metroid that Samus had been caring for attacks it in order to protect its surrogate mother. Samus regains energy from the Baby, and kills Mother Brain.
Last edited by Jabroniville on Wed May 27, 2020 4:56 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Video Games 3

Post by Jabroniville »

SPARKSTER- ROCKET KNIGHT ADVENTURES:
Game Type: Side-Scrolling Action
Release Date: 1993
Developer: Konami

-Yet another in the long line of "Animal-Themed Action Games", the Rocket Knight games managed to nonetheless stand out a bit, as their character was more of a generic, cutesy-eyed, upstanding hero than a snarky, DreamWorks Face-ing Animal With Attitude. In these games, you play an opossum in a jetpack-powered suit of armor, fighting against an army of evil pigs. Much of the game is Platform-y, but other times it's like a Side-Scrolling Shoot 'Em Up (a la Gradius). Another level featured you piloting a Giant Mech- this is SO AWESOME that every game includes a level like that. So basically, it's a game about a Funny Animal Rocket-Powered Knight with Energy Weapons and a Giant Mech... wait, remind me why this isn't super-famous and a huge deal again?
-The first game was a Genesis exclusive in 1993, and got pretty great reviews- something like 80%, which was really good in those days. It proved popular enough to get a pair of sequels. Sparkster: Rocket Knight Adventures 2 was on Genesis, and Sparkster was the only Super NES release- both games were different, despite the similar names, and both got 90+% reviews. Sadly, despite the terrific reviews, I never saw nor played the games- I think I would have at least rented it had I the opportunity, as I was a bit interested in the game, but it just never happened. There was even a MODERN game- 2010 saw Rocket Knight come out for Xbox 360 & PS 3! I'd never even heard of that!

SPARKSTER
Role:
Noble Knight
PL 9 (139)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+8)
Close Combat (Sword) 1 (+13)
Expertise (Rocket Knight) 10 (+12)
Insight 2 (+5)
Perception 3 (+6)
Technology 3 (+5)
Vehicles 5 (+10)

Advantages:
Accurate Attack, Close Attack, Evasion, Fearless, Improved Critical (Sword), Improved Critical (Blast), Improved Defense, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 7, Takedown 2

Powers:
"Opossum Physiology"
"Tail" Extra Limb 1 [1]

"Rocket Knight Uniform" (Flaws: Removable) [23]
Protection 4 (4)
Flight 5 (60 mph) (Flaws: Limited to Short Bursts) (5)

Energy Blast 6 (Extras: Multiattack) (18) -- (19)
AE: "Sword" Strength-Damage +3 (Feats: Improved Critical) (4)
-- (28 points)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Sword +12 (+5 Damage, DC 20)
Energy Blast +12 (+6 Ranged Damage, DC 21)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+7 Armor), Fortitude +5, Will +8

Complications:
Responsibility (Rocket Knight)
Enemy (El Zebulos)- Sparkster's first mega-foe is the ruler of the Pig Empire, and secretly a robot. Pigs, Lizards and Wolves have been Sparkster's foes.
Enemy (Axel Gear)- The rival wannabe Rocket Knight usually takes a role as "The Dragon" to whichever game's Big Bad.

Total: Abilities: 68 / Skills: 30--15 / Advantages: 19 / Powers: 24 / Defenses: 13 (139)

-Sparkster is a highly-skilled fighter with PL 8-9-ish tendencies. He's varied enough to attack at range or with his sword, and spends a lot of time dashing forwards, then falling back to gain the advantage again.

"The horrifying theme of this game may be inappropriate for young children... and cowards."
-The Parental Warning on the Turbo Grafx-16 version

SPLATTERHOUSE:
Game Type: Side-Scrolling Action
Release Date: 1988
Developer: Namco

-Another pretty famous Genesis-exclusive (as far as I knew, I guess), Splatterhouse is well-known for being one of the most violent and brutal games of its era, particularly since that era was more well-known for kiddie violence and slapstick. You play a kid who was trapped inside a haunted mansion, and has to don a powerful Terror Mask in order to rescue his girlfriend Jennifer. The game is horror-themed, and packs non-stop enemies from popular horror films of the time, such as Nightmare on Elm Street and Evil Dead. A side-scroller with a single plane of movement, the game gets more mileage out of the sheer mayhem and violence as much as anything- essentially, the game's entire selling point is that you play Jason Voorhees on a trail of destruction. And really, what else could a game POSSIBLY need to draw interest?
-The game even features a Downer Ending- when you find Jennifer, she becomes possessed and turns into a giant, rampaging monster that you're forced to kill! Enraged, Rick then enters the Hell dimension and murders MORE creatures, finally burning the mansion to the ground. It wasn't until the sequels that you successfully resurrect her, after being drawn back into the reformed Mansion by the Terror Mask.
-The series never showed up for the Nintendo systems, and so I never got into it- a pair of sequels were Genesis exclusives (I wasn't even aware there was an Arcade game). And there's even a MODERN remake, which came out in 2010- this update features even more over-the-top gore (one of Rick's moves is to literally reach up an enemy's asshole and rip his intenstines out), lots of swearing, and even a "collectible" set that's just a bunch of nude pictures of Jennifer. That kind of thing always shocks me, since I got out of gaming before this and God of War was a thing- when *I* was a kid, we got a two-second shot of Cammy's thonged butt, and we were GRATEFUL for the experience! Now the 13-year olds playing these games and ignoring the "M" ratings are getting full CGI shots of Jennifer's breasts! Granted, such a collectible is kind of meaningless in a world where the internet is a thing, but it's a weird reminder of how much games have changed.
-The use of language is pretty funny, though. They removed the term "Pussy" for the lowest difficulty setting (changing it to "Coward"), but still kept the dialogue where the Terror Mask taunts your hestitance with "I'm sorry, did you vagina say something just now?"

RICK TAYLOR
Role:
Monstrous Hero
PL 9 (105)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 0

Skills:
Athletics 3 (+10)
Deception 4 (+4)
Expertise (Parapsychology) 2 (+5)
Intimidation 8 (+8)
Perception 1 (+4)

Advantages:
All-Out Attack, Chokehold, Diehard, Equipment 1 (Cleaver/Club +2), Extraordinary Effort, Improved Critical (Unarmed), Improved Critical (Cleaver/Club), Power Attack, Ranged Attack 5, Startle, Takedown

Offense:
Unarmed +9 (+7 Damage, DC 21)
Cleaver/Club +9 (+9 Damage, DC 24)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +8, Will +6

Complications:
Relationship (Jennifer)- She has been kidnapped and transformed by monsters.
Responsibility (The Terror Mask)- The Terror Mask speaks to Rick, and tries to convince him to kill everyone and everything.
Power Loss (All Powers)- Without the Terror Mask, Rick is ST 0, STA 0, AGI 0, FIGHTING 0 and has no Intimidation score.

Total: Abilities: 68 / Skills: 18--9 / Advantages: 15 / Powers: 0 / Defenses: 13 (105)

-Rick is a normal kid ordinarily, but gains tremendous, PL 9-level powers with the Terror Mask ("Hell Mask" in Japan). His enemies include piles of zombies, giant writhing maggots, a ROOM (which shakes like poltergeists have possessed it, and throws knives at you- naturally, your best defense is to PUNCH THEM), a giant guy with chainsaws for hands, an inverted cross with a bunch of heads floating around it, and various giant beasts. At PL 9, he's quite tough, and can mow down the one-shot-killable hordes with ease.

FULL THROTTLE:
Game Type: Graphic Adventure
Release Date: 1995
Developer: LucasArts

-I only have one real memory of Full Throttle, but it's one of those weird, strange, once-in-a-lifetime memories that happens when you're a teen with lots of free time. My friend and I went to the mall one day (Red Deer's then-nicer Parkland Mall, before it turned to crap), and came into the Computer Store, which had a few set up. And one guy was actually playing this game- one we'd never heard of before. It's basically a "Graphic Adventure" game, where you play a guy who walks around and has options to do certain things to certain objects and people- there's little actual action- it's more of a problem-solving game. These kinds of things required good sound and animated graphical power, so were rare on the consoles. And we watched some guy play this game for what must have been an HOUR- a bunch of people sitting in one small store doing nothing but giving advice and figuring stuff out. One proud moment of mine was, when we were stuck for what to do, the idea to use the "Mouth" option on a tube while standing in front of a gasless bike. Turns out this allowed the main character to suck on the tube (looked as gross as it soounds), which started a siphoning action that transplanted the gas from a nearby car into his motorcycle. Another memory was using the "hand" option on a guy in the biker bar, which resulted in you grabbing his nose-piercing, and using it to slam him face-first onto the bar (to interrogate him).
-The game is set in the near future, with Ben, the leader of a biker gang, being framed for the murder of a motorcycle-manufacturing mogul. It also features a standard Pretty Young Woman character, the daughter of the murdered man (the only other time I've seen the gameplay, I watched her use her makeup kit to see the reflection of a guy trying to hurt her, and she shoots him), who aids Ben alongside her Lady Motorcycle Gang. LucasArts made it, as they were the masters of the genre (Leisure Suit Larry is a way-simplified example of the genre)- Tim Schafter was the main guy behind it, after working on the Monkey's Island games.
-Full Throttle is considered a bit of a "cult classic" in the genre of Adventure Games, and beloved despite its short duration (apparently you can finish it in ten hours without having to hurry... so my friend and I had no chance of seeing it all the way through. We were probably barely a fifth in, in retrospect). A remake is apparently coming out in 2017, though LucasArts has ceased producing things years ago, following the Disney aquisition.

"That's not one of meat's many uses."
-Ben, whenever you try to use the MEAT option on anything.

BEN THROTTLE
Role:
Virtuous Biker Hero
PL 7 (109)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Athletics 4 (+7)
Deception 3 (+6)
Expertise (Biker Gang Member) 8 (+10)
Insight 3 (+7)
Intimidation 4 (+7)
Investigation 3 (+7)
Perception 3 (+7)
Persuasion 2 (+5)
Stealth 1 (+5)
Technology 2 (+4)
Vehicles 10 (+14) -- Flaws: Limited to Ground Vehicles

Advantages:
Chokehold, Diehard, Equipment 2 (Sweet Bike), Fast Grab, Improved Hold, Improved Critical (Unarmed), Ranged Attack 4, Startle

Offense:
Unarmed +10 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +7

Complications:
Responsibility (The Polecats)- Ben's motorcycle club are his best buddies, and when they're framed for murder, it's up to him to clear all of their names.

Total: Abilities: 68 / Skills: 38--19 / Advantages: 12 / Powers: 0 / Defenses: 10 (109)

-Ben is a Biker with perma-stubble and a sweet ride, but is very clever and personable (he makes friends with Malcolm Corley, a wealthy executive, very quickly). He's a quick thinker and a great fighter, who ends up stealing the weapons of various enemies he defeats as time goes on.


GAME OF THRONES STUFF:
* Somehow they managed to introduce about twenty-five distinct characters within an hour's time. In any other show (The Wire is awful for this), they would get lost in a huge shuffle, but thankfully all of these characters are very good at Exposition-Speak, and so we get a lot of full names, along with everyone explaining their relationships almost immediately after meeting. So the dwarf is the brother of the Queen & Blonde Obviously Evil Guy, and thus the Uncle of Obviously-Evil Kid. Ned Stark has six kids, though one is a bastard and two don't have personalities beyond "joking guy" yet until later.
* Within the first episode, two guys are having uncomfortably-familiar relationships with their sisters.
* They really do repeat "Winter is coming" a lot.
* The Targaryens really do get the worst actors- both are the worst over-actors of the entire show.
* I like how the show is so obsessed with sex (often completely unnecessary to the plot) that one actress's entire job is to play "The Whore Who's Always Naked". And there really ARE a number of flopping wieners in this series- only four or five, so they're outnumbered by boobs, but still.
* The Writer's Favorites are immediately apparent- Tyrion (The Guy More Clever Than Everyone Else) and Jon Snow (The Naive Guy Who Learns Stuff).
* Jon Snow is pretty like a girl.
* Kind of funny how the first season ends right in the MIDDLE of the giant war.
* I like how the Dire Wolves ALWAYS leap out at the exact right time to stop someone from being angry at a Stark. Three or four times this happens. Otherwise, you never see them. Do they hide under everyone until it's time for someone to yell at a member of the family?
* Ned Stark is kind of an idiot, really. Oh yeah, he's all honorable and junk, but PICK YOUR BATTLES, NUMB-NUTS!!
* I get the feeling that the massive cast (and cutting down the novels for TV) means that a lot of important characters are given only tiny bits. The elder & Kingslayer Lannister men are key examples- both barely do anything.
* So far, my favorite characters are Tyrion, Lady Stark, Cersei and Good Guy Who Is Aiding & Totally In Love With Overacting Eyebrow-Arching Lady. But I'm not really feeling the show, especially to the degree that so many others are- I can't imagine getting all obsessed with it. What are the best seasons?

"C'mon kids, what about all the laughs we've shared over the years?"
"Oh my God... You're supposed to be FUNNY??"
".... yeah."
-from the Saturday Night Live "Disney Vault" Animated Sketch

MICKEY MOUSE:
Game Type: Usually Side-Scrolling Action Platformers
Release Date: 1928
Developer: Walt Disney & Ub Iwerks

-It stands to reason that the most famous cartoon character in the world would receive an absolute shit-ton of video games- the Mouse himself has been in more games than almost any other character, whether they're a Licensed Character or an actual born & bred Video Game Character!
-Mickey debuted in 1928, created by the famous Walt Disney himself, and his artistic collaborator Ub Iwerks (who is so unknown that friggin' BILL FINGER would heap pity on him)- he's largely a knock-off of Walt's "Oswald the Lucky Rabbit" character, who belonged to another production company. In fact, Walt's firing and the losing of his creation (to Charles Mintz of Universal Studios) is what informed a LOT of his later decisions. In this case, Walt declared that from then on, he would ALWAYS own his own creations. So he shaved off his rabbit's ears and made him a Mouse (his wife talked him out of naming the guy "Mortimer"), giving him the same screwball, assholish personality. The early Mickey shorts were wildly popular, but the character became kinder and gentler as the years went on- the first set of cartoons look absolutely bizarre to modern eyes, as we're just not used to this Beloved Corporate Icon torturing cats and dogs to create song melodies.
-Mickey grew into a much blander character later on, as Walt wanted him to be more of a "role model" for children, which led to Walt's frustration that Donald Duck and Goofy, two much more dynamic, extreme characters, became a lot more popular. In fact, the Mouse was almost considered "old hat" and washed-up after a point, but a concentrated effort was made to re-energize him with movies (Fantasia featured the famous "Sorcerer's Apprentice" short) and, after another downturn in popularity, the Mickey Mouse Club TV show. Eventually, Mickey became the Ultimate Corporate Icon of Walt's company, and the central "Meet & Greet Character" at every Theme Park. Nowadays, Mickey is more of a symbol than a character- often overlooked for the other Disney characters- you'll noticeably find MUCH more merchandise in the parks & stores starring Tinker Bell, Belle, Snow White, Cinderella, Aurora, Jasmine, anyone from Frozen, and now dozens of Marvel and Star Wars characters.
-Mickey's appearances in video games are numerous. Mickey Mousecapade and Land of Illusion were two popular NES games that led the pack for a while, but the Genesis got Castle of Illusion, which is considered one of the best (it even got a Remake in modern times). The mid '90s saw the release of Mickey Mania, a game that used a lot of old Mickey stories to create a Platformer (the first level is a Steamboat Willie-inspired black & white game). The graphics were among the best ever created for the Super NES & Genesis, but the games received mixed reviews. My beloved Game Players magazine actually heaped praise upon them so much (the Genesis version received a 96%- equal to Dynamite Headdy and close to Final Fantasy III- and this was back when gaming mags would be BRUTAL to games they hated) that I was a bit stunned to see the mediocre reviews it got elsewhere. I'd rented the game and enjoyed it a bit, but found it a bit annoying in certain parts and didn't get more than halfway through (naturally, some reviewers criticized it as too easy).
-The biggest recent attempt at a big "Mickey Game" was Epic Mickey, a pair of games featuring a jealous Oswald the Lucky Rabbit hunting Mickey, that received the greatest trailer in history (I absolutely got CHILLS looking at that scene where Mickey discovers the "Partners" statue... but with Wald and OSWALD instead!). Despite all of the hype, however, the game ended up having some disappointing mechanics (especially the camera) and never got that big.

MICKEY MOUSE
Role:
The Hero
PL 8 (100)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 3 PRESENCE 4

Skills:
Athletics 11 (+12)
Close Combat (Stomp) 2 (+12)
Deception 2 (+6)
Perception 3 (+6)
Persuasion 1 (+5)
Stealth 1 (+5)

Advantages:
Beginner's Luck, Improved Critical (Stomp), Jack-Of-All-Trades, Ranged Attack 4, Teamwork

Powers:
"Mario Stomp" Strength-Damage +3 [3]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +10 (+1 Damage, DC 17)
Stomp +12 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +8

Complications:
Relationship (Minnie Mouse)

Total: Abilities: 58 / Skills: 20--10 / Advantages: 8 / Powers: 4 / Defenses: 20 (100)

-Mickey becomes a Generic Platformer Hero in these games, almost always using a Mario Stomp to kill the bad guys, who are typically pretty low-level.

RAYMAN:
Game Type: Side-Scrolling Action Platformer
Release Date: 1995
Developer: Ludimedia

Jebus, this is what graphics have turned into these days...

-Rayman is a curious one- he was created after the peak of the "Action Platformer" style of side-scrolling game, AND his debut was on the friggin' Atari Jaguar of all things. This made Rayman one of the only good games for that infamous system. In fact, I sort of associated the Jaguar WITH Rayman, like it was the Mascot/Killer App for the system... except the PlayStation version came out shortly afterwards. And funnily enough, it has some of the most beautiful graphics ON that system- Next Generation systems are notorious nowadays for having graphics that don't hold up- the Polygon Age was an ugly, UGLY transition period in graphical quality... so naturally, a cel-based game with Next Gen-power behind it would be amazing. The sound is great, too- an advantage of having a CD-based system.
-Distinctive for the fact that his hands and feet float independently from his body, Rayman ALSO avoids the "Animals With Attitudes" thing, as he doesn't really look like anything in particular. His mission is to restore balance to the world when the evil Mr. Dark steals the "Great Protoon".
-Despite coming in at the tail end of when Side-Scrolling Platformers were a big deal, the Rayman series is STILL AROUND- a testament to the quality of the series. The graphics are always excellent and cartoony, and they seem overall well done. However, the series was inflicted with a dose of "Annoying" when they introduced the "Rabbids"- a batch of loud, obnoxious, rampaging rabbit-like creatures. Naturally, as they were... well, loud, obnoxious and rampaging... they became enormously popular with young children (particularly boys, who LOVE that stuff. They're what made a smash of the Despicable Me series, which continued on to Minions, because as it turns out nobody cared about the human characters in those- seriously, those movies actually do damn near Frozen-level numbers). So naturally, the Rabbids are everywhere, overshadowing Rayman himself. Thankfully, they cleverly averted "Spotlight Stealing" status by simply throwing the Rabbids into their own game immediately, rather than replace the main hero.

RAYMAN
Role:
The Hero
PL 9 (107)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 11 (+12)
Close Combat (Fist) 2 (+12)
Expertise (Defender Of His People) 5 (+6)
Deception 2 (+5)
Perception 3 (+6)
Persuasion 2 (+5)
Stealth 1 (+6)

Advantages:
Accurate Attack, Improved Critical (Fist), Power Attack, Ranged Attack 4

Powers:
"Telescopic Fist" Strength-Damage +3 (Feats: Reach 2) [5]
"Helicopter Hair" Flight 1 (4 mph) (Flaws: Gliding) [1]
Leaping 1 (15 feet) [1]

"Items" (Flaws: Easily Removable) [3]
"Speed Fist" Strength-Damage +0 (Extras: Multiattack 4) (4) -- (5 points)
AE: "Golden Fist" Strength-Damage +2 (Feats: Improved Critical) (3)

Offense:
Unarmed +10 (+1 Damage, DC 17)
Telescopic Fist +12 (+4 Damage, DC 15)
Golden Fist +12 (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +8

Complications:
Enemy (Mr. Dark)

Total: Abilities: 60 / Skills: 26--13 / Advantages: 7 / Powers: 10 / Defenses: 17 (107)

-Rayman is a PL 8 Platformer hero who can boost to PL 9 with the "Golden Fist" that allows for extra power. In later games for the series, he seems to have developed a full-on Blast for his powers.

GEX:
Game Type: Side-Scrolling Action Platformer
Release Date: 1994
Developer: Crystal Dynamics

-Gex is the star of a series of Platform Games that debuted on the 3DO- he's a standard Generic Animal With Attitude, but themed more around being a snarky Pop Culture addict. Gex is a passionate TV friend, and is thus targeted by a cybernetic being who wants to overthrow the "world" of television in The Media Dimension. Comedian Dana Gould (no idea) voiced Gex, who became the mascot of developer Crystal Dynamics, and is one of the characters I always associate with the 3DO, which was hurting for iconic games. The games feature lots of voice acting, usually with pop culture references. Though the 3DO soon died, Gex games came out for the PlayStation- the third one, Gex 3, doing the best with $6 million in sales.
-Though I never gave the series so much as a look (it was one of like, fifty billion platformers around the same time period), the first one was apparently quite well-received. In 1994, it WAS incredibly-rare to have a snarky, Pop Culture Reference-spouting hero, so that must be part of it. In fact, both GamePro and EGM gave it "3DO Game Of The Year" during its release (and yeah, it was a weak system, but there was SOME competition). The Next Generation systems' versions of the first one didn't fare quite as well thanks to the technology leap (mostly scores in the high sixties or low seventies). In the end, however, the series kind of became a bit mediocre (watching gameplay of the later ones is rather painful, as its generation Polygon Graphics, and so looks plain and ugly). And apparently the original game had a horrible development process).

GEX
Role:
The Hero, Pop Culture Junkie
PL 7 (101)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Athletics 9 (+10)
Close Combat (Tail Whip) 2 (+10)
Expertise (Pop Culture) 15 (+15)
Deception 3 (+6)
Perception 4 (+4)
Persuasion 2 (+5)
Stealth 1 (+6)
Vehicles 4 (+8)

Advantages:
Accurate Attack, Improved Critical (Tail Whip), Power Attack, Ranged Attack 4, Ultimate Pop Culture Skill

Powers:
"Gecko Physiology"
"Tail Whip" Strength-Damage +2 [2]
Leaping 1 (15 feet) [1]
Features 1: Extendible Tongue [1]
Movement 2 (Wall-Crawling 2) [4]

Offense:
Unarmed +8 (+1 Damage, DC 17)
Tail Whip +10 (+3 Damage, DC 18)
Initiative +5

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

Complications:
Enemy (Rez)
Addiction (Television)- After his father's death, Gex has sat in front of the television endlessly, day after day. By the second game, he verges on insanity.

Total: Abilities: 48 / Skills: 40--20 / Advantages: 8 / Powers: 8 / Defenses: 17 (101)

-Gex is as generic as they come, putting in a Tail Whip and Wall-Crawling to differentiate himself from the Platform-Jumping Horde. There are Vehicles he can drive in the third game, as well as the occasional thing like Fire Breath from certain Power-Ups.

"BOOMSHAKA-LAKA!!"
-The famous announcer's cry, associated first with NBA Jam


NBA JAM:
Game Type: Sports Game
Release Date: 1993
Developer: Midway

-One thing that seems to have utterly vanished, but was once one of the biggest games in North America, is NBA Jam. When I first got into reading game magazines and the like, this thing was EVERYWHERE, and one of the most popular games in the arcades. Its console releases were huge smashes as well. And all for something as simple as two-on-two Basketball.
-Really though, that was perfect for Arcades- simple, quick action (b-ball is probably the simplest of sports to pull off in a video game- there's not even a goaltender), trendy digitized graphics, not too many players clogging up the screens, unrealistic boosts only possible in games (the most famous being the "He's on Fire!" motions that set the ball aflame when you're doing well)... and customizability. See, while you were generally stuck playing only two players from each NBA team, there was a way to type in special passwords to unlock unique players. HUNDREDS of them. GamePro, Game Players and others were absolutely stuffed full of lists of various people you could play- Bill Clinton & Al Gore (then in the White House), various pop culture celebrities, and even the Midway developers themselves! Players defied the laws of physics; jumping several times their own height and tearing the backboards apart with their slam dunks. They could elbow other players and paid little attention to any of the rule. And they set stuff on fire.
-All of this coalesced into making NBA Jam the most talked about game in America, next only to Mortal Kombat during the peak of its power. The game was so big that it generated one billion dollars in quarters during its release- in 1994, it became the highest-earning arcade game of all time. And at that point, remember that its competition was worlwide-phenomenon-level stuff like Pac-Man, Street Fighter II, Mortal Kombat and more.
-Hilariously, the game's designer, a Detroit Pistons fan, included a bit that Chicago Bulls players would miss shots in the last moments of games against the Pistons. And almost every game system in the world had a version of the game- even the 32X & Atari Jaguar! NBA Jam Tournament Edition came out the following year, with updated rosters (and three potential players for each two-man squad). However, the fad died out more quickly than anyone could have anticipated- NBA Jam Extreme, College Slam and other games in the series did not do nearly as well- digitized graphics gave way to polygons, and Sports Simulations won out over Arcade Action once again. Midway lost the license to Acclaim, who later went out of business. There was a 2010 release- the last in the series.

NBA JAM B-BALLER
Role:
Sports Star
PL 4 (54)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 11 (+13)
Expertise (B-Baller) 8 (+13) -- Uses Agility
Intimidation 1 (+4)
Persuasion 2 (+5)

Advantages:
Improved Disarm

Powers:
"Slam Dunk" Leaping 2 (30 feet) [2]
"He's on Fire!" Damage 2 (Flaws: Source- Scoring Three Basketballs in a Row) [1]

Offense:
Unarmed +4 (+2 Damage, DC 17)
He's On Fire! +4 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Winning)

Total: Abilities: 36 / Skills: 22--11 / Advantages: 1 / Powers: 3 / Defenses: 3 (54)

-The players in NBA Jam are good fighters you can elbow each other around, and even set stuff on fire.

ARCH RIVALS:
Game Type: Sports Game
Release Date: 1989
Developer: Midway

-Heh- that's funny. I suddenly remembered this game's existence while creating a tally of games, and put it next to NBA Jam on the docket... not realizing that NBA Jam is a SUCCESSOR to this one, and created by the same company! I recall Arch Rivals mostly for its humorous adds, featuring a bunch of smirking & scowling basketball players actively punching each other to gain possession of the ball ("Arch Rivals- it's a real BasketBRAWL", went the ad), but I only ever saw it once, at my little brother's friend Bobby's house. It was pretty simplistic- just 2-on-2 Basketball where you could punch the rival guy to get the ball. You could also slip on court hazards like pop cans and candy wrappers, or yank the opponent's shorts down. It was released for the NES and the Sega systems after its Arcade release, and the games are drawn out over four quarters of four minutes each. It didn't do overly well, and is now best-known for being the inspiration behind Midway's later NBA Jam.

ARCH RIVALS B-BALLER
Role:
Sports Star
PL 4 (51)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 11 (+13)
Close Combat (Unarmed) 2 (+6)
Expertise (B-Baller) 6 (+11) -- Uses Agility
Intimidation 1 (+4)
Persuasion 2 (+5)

Advantages:
Improved Critical (Unarmed), Improved Disarm, Improved Trip

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +3, Fortitude +4, Will +1

Complications:
Motivation (Winning)

Total: Abilities: 36 / Skills: 22--11 / Advantages: 3 / Powers: 0 / Defenses: 1 (51)

-The Arch Rivals characters are violent brawlers, prone to tripping each other up.

STRIDER:
Game Type: Side-Scrolling Action Game
Release Date: 1989
Developer: Capcom

-Another early one I've never played, Strider (Strider Hiryu in Japan) is another of Capcom's long line of super-difficult, beautifully-drawn, well-made video games of the late '80s. I actually had no idea that this was based off of a manga- one released only a year prior. It's your everyday Dystopian Future Heroic Ninja story, as Hiryu must fight against the Grandmaster, whom he has been charged by his organization of "Striders" to assassinate. The game was considered to be among the best ever released at the time, and numerous ports of the Arcade version were made- the most well-known probably being the NES conversion (which is so different graphically and gameplay-wise that they're practically miles apart- in the NES you fight tiny enemies, whereas the Arcade Hiryu has to deal with Giant Robotic T-Rexes, Robo-Kong and a giant Human Centipede). Despite that, no sequel was released for the game's fans- Europe got an unofficial sequel that's considered to be of very poor quality. It wasn't until 2000 when Capcom released Strider 2 for the PlayStation. A remake came out in 2014 as well (I would be remiss if I didn't mention that there is more time between Strider 2 and the remake than there was between the sequel and the original).

HIRYU
Role:
The Hero, Futuristic Sci-Fi Ninja
PL 10 (150)
STRENGTH
2 STAMINA 4 AGILITY 7
FIGHTING 13 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 9 (+16)
Athletics 12 (+14)
Deception 4 (+7)
Expertise (Future Ninja) 10 (+13)
Insight 3 (+6)
Investigation 4 (+7)
Perception 4 (+7)
Sleight of Hand 2 (+8)
Stealth 3 (+10)
Technology 3 (+6)

Advantages:
Accurate Attack, Defensive Attack, Equipment (Grappling Hook- Wall-Crawling), Evasion, Great Endurance, Improved Critical (Cypher) 2, Improved Defense, Improved Initiative, Move-By Action, Power Attack, Quick Draw, Ranged Attack 2, Takedown 2, Uncanny Dodge

Powers:
"Cypher" (Flaws: Easily Removable) [9]
Strength-Damage +5 (Feast: Reach 2) (Extras: Multiattack 7) (14 points)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Cypher +13 (+7 Damage, DC 22)
Initiative +11

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +4, Fortitude +5, Will +8

Complications:
Responsibility (The Striders)- The Striders are an order of ninjas devoted to removing the Grandmaster from power. By killing him.

Total: Abilities: 82 / Skills: 54--27 / Advantages: 17 / Powers: 9 / Defenses: 15 (150)

-Hiryu is one of the few video game characters so easily-placed- he's a straight-up PL 10, Mook-Smashing Bad-Ass, slicing into five or six man-sized robots AT ONCE with his ridiculous Cyber-Blade that seems to shoot out ten feet forwards. Fighting these things, plus the Giant Robots that end most levels, means he's easily in the realm of a standard Marvel or DC Superhero. The NES version makes the blade shorter (5 foot Reach at most) and non-Multiattack.

OPTION- ROBOTIC SABER-TOOTHED CAT
Role:
Ally
PL 8 (85)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE --

Skills:
Acrobatics 2 (+5)
Athletics 5 (+11)
Intimidation 11 (+9 Size)
Perception 9 (+10)
Stealth 5 (+8)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Close Attack 2, Fast Grab, Improved Critical (Teeth) 2, Improved Hold, Improved Initiative, Power Attack, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 2 (8 mph) [2]
"Natural Weapons- Claws" Strength-Damage +1 [1]
"Giant Sabre-Teeth" Strength-Damage +2 (Drawbacks: Inaccurate) [1]

"Killer Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Claws +10 (+6 Damage, DC 21)
Teeth +8 (+8 Damage, DC 23)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +6, Fortitude --, Will --

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 6 / Skills: 32--16 / Advantages: 12 / Powers: 45 / Defenses: 6 (85)

OPTION- ROBOTIC FALCON
Role:
Ally
PL 6 (78)
STRENGTH
-1 STAMINA -- AGILITY 4
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE --

Skills:
Acrobatics 4 (+8)
Athletics 6 (+5)
Close Combat (Natural Weapons) 3 (+7)
Intimidation 12 (+6 Size)
Perception 9 (+9)

Advantages:
Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Startle

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +5 [5]

Flight 5 (60 mph) (Flaws: Winged) [5]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Immunity 30 (Fortitude Effects) [30]
Protection 3 [3]

Offense:
Unarmed +5 (-1 Damage, DC 14)
Natural Weapons +8 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude --, Will --

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their talons to easily manipulate objects.

Total: Abilities: -10 / Skills: 24--12 / Advantages: 5 / Powers: 55 / Defenses: 16 (78)

OPTION- DIPODAL SAUCERS
Role:
Allies
PL 6 (67)
STRENGTH
-1 STAMINA -- AGILITY 4
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE --

Skills:
Acrobatics 4 (+8)
Athletics 6 (+5)
Close Combat (Natural Weapons) 3 (+7)
Intimidation 12 (+6 Size)
Perception 9 (+9)

Advantages:
Ranged Attack 6

Powers:
Movement 2 (Wall-Crawling 2) [4]
Leaping 1 (15 feet) [1]
Laser Blast 6 [12]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Immunity 30 (Fortitude Effects) [30]
Protection 3 [3]

Offense:
Unarmed +2 (-1 Damage, DC 14)
Lasers +6 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude --, Will --

Complications:
Disabled (Animal)- These Robots cannot speak to humans, nor use their talons to easily manipulate objects.

Total: Abilities: -16 / Skills: 24--12 / Advantages: 6 / Powers: 59 / Defenses: 6 (67)

-The Arcade Game gives Strider a bunch of options (actually called Option A, B & C) for allies in his mission- they'll move alongside you, attacking whatever you attack. Except for the Falcon, which just flies around in a circle, hitting whatever's in its way. The Saucers are probably the best, being a pair of Robots that jump around, Blasting at stuff.

DUKE NUKEM:
Game Type: First-Person Shooter
Release Date: 1991
Developer: Apogee Software (later 3D Realm)

-Among the more infamous game series out there, Duke Nukem (no relation to the Captain Planet villain) is generally known for its comedy and distasteful commentary, both of which have made the series quite popular, especially at their peak. However, it's MUCH more known for one thing: VaporWare.
-The series debuted in 1991 for computer systems, and became quite popular, earning dozens of expansion packs and more. Often ripping off dialogue from sources like Evil Dead, the Duke was a wisecracking, violent horndog prone to hedonistic behavior, making him enormously popular with the young male audience. The games are pretty harmless, unpretentious fun for the most part (frequently, the mission involves saving human "babes" from alien kidnappers), though the Duke's dialogue is often Archer-esque in its sexism, without Archer's penchant for being put in his place over it. There was a solid number of games released during the '90s, often for the Consoles as well as computers, but what the series became known most for was the much-fabled Duke Nukem Forever, a game which was announced repeatedly, but put off again and again, until a different company bought the series and released in in 2011, more than a DECADE after the last Nukem game, and fourteen full years after the game was announced! And then... it sucked. Revealed to be a poorly-made, badly-constructed bit of nonsense, it suffered the fate of Guns 's' Roses's Chinese Democracy- too little, far too late. The promotional company then pulled the classic "if you give us bad reviews, we'll stop giving you preview copies" (which happens a LOT in gaming... just not usually so publicly).

(Something stolen from Army Of Darkness)

DUKE NUKEM
Role:
Sexist Pig, Manly Hero
PL 11 (123)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 1 PRESENCE 3

Skills:
Athletics 4 (+8)
Expertise (Soldier) 6 (+8)
Intimidation 7 (+10)
Perception 4 (+5)
Persuasion 3 (+6)
Technology 4 (+6)
Vehicles 2 (+7)

Advantages:
Benefit 4 (Famous Earth Hero), Equipment 8 (Arsenal), Improved Aim, Improved Critical (Guns), Ranged Attack 7

Powers:
"Mighty Boot" Strength-Damage +2 (Feats: Improved Critical) [3]

Equipment:
"Freezethrower" Snare 6 Linked to Weaken Toughness 6 (Extras: Ranged) (30)
"Shrink Ray" Shrinking 8 (Extras: Ranged, Attack) (24)
"Enforcer Gun" Blast 8 (Extras: Multiattack) (24)
"Devastator" Blast 8 (Extras: Area- 30ft. Burst) (24)
"Shotgun" Blast 8 (Diminished Range -2) (14)
"Railgun" Blast 10 (Feats: Extended Range 2) (22)
"Laser/Flamethrower" Damage 8 (Extras: Area- 30ft. Line) (16)
"Microwave Expanders" Blast 8 (Extras: Penetrating, Burst Area 4) (28)
"Standard Guns" Blast 6 (Extras: Multiattack) (18)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Mighty Boot +8 (+8 Damage, DC 23)
Guns +12 (+6-10 Ranged Damage, DC 21-25)
Laser/Flamethrower +8 Area (+8 Damage, DC 23)
Shrink Ray +12 (+8 Ranged Shrinking, DC 18)
Freezethrower +12 (+6 Ranged Affliction & Weaken, DC 16 & 16)
Initiative +4

Defenses:
Dodge +13 (DC 23), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +8

Complications:
Enemy (Dr. Proton, Aliens)
Power Loss (Ammo)- The Duke actually requires a ton of ammunition, this being an FPS game. The higher-end weapons will run out of juice first.
Reputation (Fame)- The Duke is the most famous and most desired man on the face of the Earth, and is known internationally as Earth's savior.

Total: Abilities: 66 / Skills: 30--15 / Advantages: 21 / Powers: 3 / Defenses: 18 (123)

-Duke Nukem is a crazy-powerful hero owing to his weapons (assuming he has the Railgun), but he's only about PL 8-9 defensively- a Glass Cannon of sorts. I'd imagine him similar to many FPS heroes (though most of THOSE don't get Freeze Rays or Shrink Rays), but a bit more powerful, and much more tongue-in-cheek.

DYNAMITE HEADDY:
Game Type: Side-Scrolling Action Platform
Release Date: 1994
Developer: Treasure

-This game, a fairly obscure one too, is actually one of the biggest reasons I did this whole set, and probably my most-anticipated build (for me) of the whole thing. All for a game I've never played. As it was a Genesis exclusive, and my friend didn't own it, I never got to see the damn thing. Despite the goofy-ass title (his name is HEADDY?), and it being on the evil Genesis, this game actually struck me as REALLY cool from reading the reviews (96%!) and Strategy Guides- it featured giant levels, complex strategies, and a variant of the old "Multiform" power-set, in which the hero of the game was given an arsenal of new "Heads" to wear, allowing for different powers. Then they added in some quirky, bizarre enemies, like a cat with weirdly jointed limbs is a recurring boss- he was inexplicably made a brown bear in the American version and given the AMAZING Punny Name "Trouble Bruin". Plus one Stage Boss is a freaky-deaky quartet of the heads of a baby, a boy, a man and an old guy who wield giant hands with pointing fingers attached to a stick that attempt to "jab" Headdy), and the fact that everything's a puppet of some kind, and you've got a weird game.

DYNAMITE HEADDY
Role:
The Hero
PL 9 (139)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Close Combat (Unarmed) 2 (+8)
Insight 2 (+5)
Perception 3 (+6)
Ranged Attack (Head) 5 (+12)

Advantages:
Improved Aim, Improved Critical (Head) 2, Improved Initiative, Ranged Attack 5

Powers:
"Detachable Head"
"Headbutt" Blast 4 (8) -- [9]
AE: "Hangman" Movement 2 (Swinging 2) (4)

"Assortment of Heads"
"Vacuum Head" Move Object 6 (Extras: Area- 60ft. Burst +2) & Damage 4 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Non-Bosses) & Deflect 8 (34) -- [50]
AE: "Protection Head" Fire Aura 5 (20)
AE: "Bomb Head" Damage 6 (Feats: Triggered- Time) (Extras: Area- 30ft. Burst) (13)
AE: "Empty Head- Invisible" Concealment 2 (Visuals) & Insubstantial 4 (Quirks: Not Falling or Heather's Attacks -2) & Affects Corporeal on Blast 4 (26)
AE: "Hammer Head" Blast +2 (4)
AE: "Liberty Head" Movement 1 (Dimensional Travel- Intermission Bonus Game) (2)
AE: "Pin Head" Shrinking 12 (24)
AE: "Pig Head" Blast 4 (Feats: Homing 2, Ricochet 2) (12)
AE: "Sleep Head" Regeneration 8 (Flaws: Limited to While Helpless -2) (2)
AE: "Spike Head" Movement 1 (Wall-Crawling)
AE: "Super Head" Speed 2, Leaping 1, Extended Range on Headbutt (4)
AE: "Triple Head" Adds Split 2 to Heads (2)
AE: "War Head" Damage 5 (Extras: Area- 30ft. Burst) (10)
AE: "Ticker Head" Affliction 9 (Speed Rank; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited to 2 Rounds at a Time -2) Linked to Move Object 6 (Extras: Area- 60ft. Burst +2) (Flaws: Limited Time -2, Limited to Holding Still) (24)
AE: "Air Head- Biplane" Flight 4 & Adds Split 2 & Multiattack 4 to Headbutt (14)
AE: "Feather Head- Chicken for a Head" Flight 4 & Damage 6 (Extras: Area- 60ft. Cone) (20)
AE: "Laser Head- Rocket Ship" Flight 4 & Adds Penetrating 6 & Multiattack 6 to Headbutt (20)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Headbutt +12 (+4 Ranged Damage, DC 19)
Protection Head +8 (+5 Damage, DC 20)
Hammer Head +12 (+6 Damage, DC 21)
War Head +5 Area (+5 Damage, DC 20)
Bomb Head +6 Area (+6 Damage, DC 21)
Bird Head +8 Area (+8 Damage, DC 23)
Ticker Head +9 Area (+9 Affliction, DC 19)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +8

Complications:
Enemy (Trouble Bruin, Dark Demon)
Involuntary Transformation (Head Trip)- If Headdy grabs the "Head Trip" option by mistake, he will be nearly immobile, and unable to jump.
Power Loss (Hitting Switches)- The Pig Head, Vacuum Head & Empty Head cannot trip switches.
Power Loss (Switching)- Headdy can only switch heads with a "Headcase" walking around nearby.

Total: Abilities: 48 / Skills: 18--9 / Advantages: 9 / Powers: 59 / Defenses: 14 (139)

-Headdy has one of my favorite Power-Sets to stat up- the Multi-Tiered Power Guy. Tons of Alternate Effects, many of which are quite useful. The final three (Bird, Biplane & Laser Heads) are only found in one stage. The Ticker Head freezes everyone on screen for 8 seconds at a time (I coulda went with PL-breaking Boosts to Headdy's Speed, but I went with Affliction instead), a couple of Movement-based ones, an Aura, and more. The most far-reaching is the Vacuum Head (which sucks up every enemy on-screen at once, as well as all the power-ups- most enemies die), while the Hammer Head boosts his damage up to PL 9 standards. Many simply boost different aspects of his Headbutt Power (the Triple Head adds Split, for example). The weirdest might be the Pin Head, which shrinks Headdy down to the point where he can go through tiny cracks in the stages to find Secret areas.

BUG!:
Game Type: 3-D Action Platformer
Release Date: 1995
Developer: Realtime Associates

-Getting into the Sega Saturn era now, we come to Bug!, one of the early games released for that system. And it's a testament to the many problems plaguing that system- a pretty simple game with a pointless Mascot Animal With Attitude Character, it didn't really appeal to me at all. It WAS one of the earliest 3-D Platformers of its time, though, and DID manage to earn a sequel the next year. Bug! is a Hollywood star who is planning on getting his biggest break ever, when his girlfriend is kidnapped (REALLY? In 1995 that was STILL the default video game story?) by Queen Cadavra, and he must go on a platforming quest to save her. The gameplay takes place on various movie sets- he jumps on heads and collects power-ups. The only thing setting this Platformer apart was the 3-D sections, which allow Bug! to walk up vertical surfaces and go upside-down, in addition to moving backwards and forwards- something you never did on the SNES & Genesis.
-Despite my misgivings, it apparently reviewed VERY well, though some expressed annoyance with Bug!'s one-liners and the brutal difficulty level.

BUG!
Role:
The Hero, Actor
PL 7 (96)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 4

Skills:
Athletics 9 (+10)
Close Combat (Stomp) 2 (+10)
Expertise (Actor) 7 (+11)
Deception 2 (+6)
Perception 4 (+4)
Persuasion 2 (+6)

Advantages:
Accurate Attack, Improved Critical (Stomp), Power Attack, Ranged Attack 4

Powers:
Leaping 1 (15 feet) [1]
"Mario Stomp" Strength-Damage +3 [3]

"Items" (Flaws: Easily Removable) [7]
"Zap Cap/Spit Wad" Blast 5 (Feats: Variable- Spit or Electricity) (11 points)

Offense:
Unarmed +8 (+1 Damage, DC 17)
Stomp +10 (+4 Damage, DC 19)
Zap Cap/Spit Wad +8 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Enemy (Cadavra)
Relationship (Girlfriend)

Total: Abilities: 50 / Skills: 26--13 / Advantages: 7 / Powers: 11 / Defenses: 15 (96)

-Bug! could not possibly be more plain. He runs, he jumps and he's Athletic. The only thing I added is his Acting skill. I couldn't find anything on what his power-ups are aside from TV Tropes, so I'm assuming they're standard issue Blasts.

MICHAEL JACKSON'S MOONWALKER:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1990
Developer: Sega

-A pretty infamous game, this was based off of a live action film showing Jackson, then the biggest star in the entire world, on tour, in short films and in music videos. It's hard to define just HOW big Jackson was- I mean, he was exponentially larger than any star today. At this point, he was releasing hit after hit, and was all over the place in all forms of media- showing up on television, in movies, in music videos (then still a HUGE draw on TV). Like most little kids, I had little clue as to what was popular music until I was a preteen... but I could have named at least five Michael Jackson songs, and knew about a dozen jokes involving him.

-And of course, it all came crashing down- Jackson's weirdness got more and more pronounced as time went on, with him grabbing his crotch on TV constantly, bleaching his skin (or gaining a skin disease, depending on whom you believe) and straightening his hair until he looked like a while woman, hanging out with kids non-stop, and more- his quirkiness eventually got to be too much, and his backlash against the backlash so whiny and overly-dramatic, that he eventually fell from the public eye. Eventually, the last decade and a bit of his life was spent as mere Tabloid Bait, in court hearings over accusations of pedophilia- it used to be treated as a common fact a few years ago... then it came out that one of the kids was lying and just looking for a payday, and now people don't know WHAT to think. Detectives who worked the case swear he was fondling kids, though there's probably a part of Jackson that thought there was nothing wrong with hugging & sleeping with kids in the same bed.

-And then Michael died- a huge part of music history ended because of an overdose of pills (which his doctor had kept him hopped up on)... and then we were all allowed to like him again. Retrospectives spoke of his brilliance and how he changed lives. Pedo-jokes vanished and all of a sudden Michael was again the King of Pop. The webcomic Achewood had the greatest explanation ever for how people felt: two of the characters, Teodore and Roastbeef, were feeling down in the dumps over it, with Beef complaining "I ain't even listen to the guy's stuff but for some reason I'm doin' a thing", before their friend Cornelius Bear arrives and says "He was your Elvis, and when your Elvis dies, so does the private lie that someday you will be young again."

-Jackson's music, of course, will stand the test of time, and are pretty much the defining songs of the '80s. And his **DANCING***! Something that's easy to forget is just how amazing his moves were (a friend of mine proclaimed "His DANCE MOVES have dance moves!")- very, VERY few music stars actually have iconic dances in their videos. And no musician had more good videos than Michael Jackson. I love the story about how some inner-city gang-bangers were gonna harass one of his video shoots as they performed for a video... but were so impressed by the dancing that they got into it!

-And onto the games: There were a couple released for home computers, but the best-known are ones created for the Arcades & Genesis by Sega- the Arcade version is a 3/4 view Run & Gun-style game, while the Genesis version is side-scrolling and has slightly more realistic (but less colorful) animation. In the game, Jackson uses a lot of dance moves to blow away enemies with Magic, so that he can save children (even back then, he was always going on about childhood- people close to him suggest that it's because his Star Dad Joe prevented Michael from ever having a real one himself). Up to three players can play... but all three play Jackson, just with different colors for his outfit. The games... are not considered classics. Though the Midi-file versions of Jackson's hits are pretty fun to listen to.

MICHAEL JACKSON
Role:
The Hero, Defender of All Children
PL 8 (110)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 5

Skills:
Athletics 5 (+6)
Expertise (Singing) 10 (+15)
Expertise (Dancing) 13 (+18)
Perception 4 (+4)
Persuasion 2 (+7)
Vehicles 6 (+10)

Advantages:
Ranged Attack 4, Ultimate Singing & Dancing Skill

Powers:
"Dance Magic"
"Hat Toss" Damage 6 (Extras: Area- 30ft. Shapeable) (12) -- [14]
AE: "Blue Fire" Blast 4 (8)
AE: "Dancing Command" Damage 8 (Features: Everyone Dances First) (Extras: Area- 30ft. Burst) (Flaws: Side-Effect 2- Damage) (5)

"Robot Form"
Blast +2 (Feats: Accurate) (Extras: Multiattack 6) (Flaws: Source- Bubbles the Chimp or Falling Star) [6]

Offense:
Unarmed +5 (+1 Damage, DC 17)
Blue Sparkles +8 (+4 Ranged Damage, DC 19)
Robot Form +8 (+6 Ranged Damage, DC 21)
Dancing Command +8 Area (+8 Damage, DC 23)
Hat Toss +6 Area (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibility (The Children)- Jackson considers himself a guardian of childhood of sorts.

Total: Abilities: 46 / Skills: 40--20 / Advantages: 6 / Powers: 20 / Defenses: 18 (110)

-Michael Jackson essentially takes the real person (likeable enough in the old days, plus unimaginable dancing & singing talent), and adds Blue Fireballs. In the Genesis version, his attacks were low-range Sparkles (Damage 4, Reach 2), but the weird "Makes Everyone Dance, And Then They Die" technique still works. Like a lot of Beat 'Em Up games, this Special will do damage to Michael himself. Also you can turn into a Robot if the chimp touches you (Arcade only), whereas the Genesis version ends in a First-Person Shooting level for some strange reason.

CONTRA:
Game Type: Run & Gun Action Game
Release Date: 1987
Developer: Konami

-Among the most-legendary NES games, Contra was famous in part because of its tremendous difficulty (one hit kills you, and there are a LOT of things that might hit you) and the "Konami Code" (Up, Up, Down, Down, Left, Right, Left, Right, B, A) that gave you THIRTY lives! It was one of the only early NES games that allowed you to play as two players simultaneously- this made it the ultimate NES Party Game. The game is sometimes 2-D side-scrolling, while other times it lets you move about the Y-axis. Your mission is simply to kill absolutely everything put in your way in each stage, ending with a series of gigantic Stage Bosses. The game's considered one of the most difficult on the NES, though not quite as bad as your unfair Battletoads kinds of games. They maintain the fun thanks to a fast pace and a TON of stuff to kill, however.
-The games take clear design points from the popular Action Movies of the day- the promotional stuff for the Arcade game includes traced-over pictures of Sylvester Stallone in Rambo, while Schwarzenegger does the honors for the NES version. Generally, you play a pair of roided-up Action Heroes with huge guns, taking on an entire army by themselves.
-The most famous version by far is the NES version, though it showed up on a few different kinds of computers. Super Contra followed the next year, and Contra III: The Alien Wars was an early release for the Super Nintendo. Hard Corps was a Genesis exclusive, and as of 2014, the series has eleven installments in total, though there hasn't been one for some time. The series's best days are behind it, as nothing since the NES game have hit the zeitgeist in quite the same way- the early Next Generation games are actually considered pretty terrible.

BILL "MAD DOG" RIZER & LANCE "SCORPION" BEAN
Role:
Heroes, Elite Soldiers
PL 9 (119)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 7 (+10)
Expertise (Soldier) 10 (+12)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 3 (+6)
Technology 3 (+5)
Treatment 2 (+4)
Vehicles 5 (+10)

Advantages:
Accurate Attack, Equipment 5 (Arsenal), Evasion, Fearless, Great Endurance, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Quick Draw, Ranged Attack 6

Equipment:
"Arsenal"
"Standard Gun" Blast 5 (Extras: Multiattack) (15)
"Machine Gun" Blast 7 (Extras: Multiattack) (21)
"Laser Beam" Damage 8 (Extras: Area- 30ft. Line) (16)
"Spread Gun" Damage 7 (Extras: Area- 30ft. Burst, Selective) (21)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Gun +11 (+5 Ranged Damage, DC 20)
Machine Gun +11 (+7 Ranged Damage, DC 22)
Laser Beam +8 Area (+8 Damage, DC 23)
Spread Gun +7 Area (+7 Damage, DC 22)
Initiative +5

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

Complications:
Enemy (The Red Falcon Organization)

Total: Abilities: 64 / Skills: 36--18 / Advantages: 20 / Powers: 0 / Defenses: 17 (119)

-Michael Jackson essentially takes the real person (likeable enough in the old days, plus unimaginable dancing & singing talent), and adds Blue Fireballs. In the Genesis version, his attacks were low-range Sparkles (Damage 4, Reach 2), but the weird "Makes Everyone Dance, And Then They Die" technique still works. Like a lot of Beat 'Em Up games, this Special will do damage to Michael himself. Also you can turn into a Robot if the chimp touches you (Arcade only), whereas the Genesis version ends in a First-Person Shooting level for some strange reason.

SMASH TV:
Game Type: Overhead Run & Gun Action Game
Release Date: 1990
Developer: Williams

-This game is as much of an homage to the Schwarzenegger movie Running Man as you can possibly get- a bunch of guys fighting with guns in an arena, all for the entertainment of the public. The entire concept is pretty brilliant, actually: you play one or two guys who are put into an arena, and every time you kill a bunch of enemies, MORE enemies pile in- sometimes you even move into different rooms, where more enemies are there to be killed, and more enemies after them. No plot, no story, no nothin'. It's just you, your guys, and wave after wave of futuristic, monstrous troops (in the bizarre, long-way-off time of *1999*!). The game operated in Arcades with dual-joystick controls, allowing you to run one direction while firing in another. Every time you passed a level, the badly-dressed, ecstatic announcer would cry out some random thing while a duo of bikini-clad bimbos surrounded him.
-The game was popular enough to show up on consoles (often as Super Smash TV, which is an even BETTER name), and there was a sequel of sorts called Total Carnage. The SNES version actually worked pretty well, as the four buttons were laid out much like a D-Pad, allowing good mimicry of the Arcade's set-up.

SMASH TV GUYS
Role:
Futuristic Game Show Contestants
PL 9 (104)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Athletics 7 (+9)
Expertise (Soldier) 6 (+7)
Insight 2 (+3)
Intimidation 2 (+5)
Perception 4 (+5)
Technology 3 (+4)

Advantages:
Accurate Attack, Equipment 6 (Arsenal), Evasion, Fearless, Great Endurance, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Quick Draw, Ranged Attack 7

Equipment:
"Arsenal"
"Laser Blaster" Blast 6 (Extras: Multiattack) (18)
"Grenade Launcher" Blast 8 (Extras: Area- 30ft. Burst) (Diminished Range -1) (23)
"Rocket Launcher" Blast 8 (Extras: Penetrating) (Inaccurate -1) (23)
"Orbiting Orb" Minion 3 (Flying Drone w/ Blast 6) (3)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Laser Blaster +12 (+6 Ranged Damage, DC 21)
Rocket Launcher +10 (+8 Ranged Damage, DC 23)
Grenades +8 Area (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +6

Complications:
Motivation (Greed)- Smash TV contestants play for prizes... and their lives.

Total: Abilities: 54 / Skills: 24--12 / Advantages: 22 / Powers: 0 / Defenses: 16 (104)

-The Smash TV guys are basically the exact same as the Contra guys, just with less-dynamic weapons (a Grenade Launcher and Rocket Launcher are basically the same thing in M&M stats) and fewer skills (their jobs are just to run & kill; Contra guys are supposed to be actual soldiers). There's also an "Orbiting Orb" that acts much like a second gun, and can fire at enemies behind you- if enemies touch it, it vanishes.

FIRST PERSON SHOOTERS:
Game Type: Well, duh
Release Date: 1990
Developer: Popularized by id Software

-And now we come to one of the most-popular, and my least-favorite, of all genres, which I'm statting up under one heading because screw these guys, and they're mostly the same guy anyways. The genre is technically quite old, as some games from the 1970s took the first-person viewpoint, but it REALLY got its start by Wolfenstein 3D in 1992, where you played a powerful high-tech marine up against Germany in a sci-fi world. But the MUCH bigger hit was Doom, which created an immediate sensation for its destructive violence and lethal enemies. Putting the player into a bloody hellscape against numerous demons you could blow to smithereens, it REALLY put you in the place of being some bad-ass Space Marine with giant killer guns. The perfect game for younger boys to live out their darkest fantasies, the genre also became a lightning rod for criticism, as concerned parents thought the games were desensitizing children to real death and murder (while I agree the games desensitize kids to violence- hell, the military actually trains soldiers for real combat using this kind of stuff, I think you'd have to ALREADY be a colossal psycho to actually find death more agreeable after playing these games).
-Doom and its ilk were more playable on Computers than Consoles- the 3-D graphics, the speed, and the aiming was all much easier with a mouse & keyboard when compared to a Console's controller (which, even kitted out properly, was unable to mimic the speed of just swinging around your mouse). The few FPS games that hit the Consoles were usually either weaker versions of Doom itself, or horrible original games. Eventually, Computer Gaming would get eaten alive by FPS, and Arcades would join in the fun- Doom begat Quake, which popularized competitive FPS stuff (and Doom itself would actually fall into obscurity, despite most early FPS games being called "Doom Clones"). The Half-Life series put a more regular man (who looks hilariously like Canadian musician Matthew Good) in the role of a scientist who had to deal with a demonic invasion. The Killer App that launched the X-Box into being a real, actual competitor to Console Gods Sony & Nintendo? Halo, about a generic bunch of Space Marines fighting aliens. The N64 got into the game with GoldenEye, still one of the iconic Competitive FPS games. Arcade-style games include Virtua Cop and Time Crisis- known for being more colorful and based in certain rooms. Now, Simulation-ish Military style games have become common, to the point of dominating the industry with Call of Duty-inspired clones (or just Expansion Packs & Downloads of past games).
-The genre is very, very simple at its core: You kill some stuff, then you kill some more stuff, then you find increasingly better guns with which to kill other stuff. Eventually, you will have killed everything, ever. Computer games tend to be either this, Strategy Games like the Total War series, or Massive Multiplayer Online RPGs. Personally... I don't care for the genre. I never cared for the First-Person perspective in gaming (its too bouncy and hard to spot anything), I've never cared for getting shot by stuff you can't even see, and I've never had the desire to be in the "mind's eye" of a guy running around shooting stuff. Give me something like Contra, Smash TV or Metal Slug any day if you're gonna have a shooting game. I prefer to actually SEE my guy when I'm playing. Plus, the games commit the worst of all crimes: They're a genre I suck at. I can't rush through or remember directions on video game maps to save my life, and so my friends find it easy to "screen cheat" (though I would later learn this was considered a dick move, and inappropes) and simply run and find where I am. And way too many times I end up dying to something I can't even see. Even a potentially interesting concept like Overwatch is outside of my interest thanks to the FPS aspects. The only genre I dislike more is MMORPGs- there's only one FPS game I like, and it'll be included later on.

PRETTY MUCH EVERY FPS GUY
Role:
The Hero, Probably a Space Marine
PL 10 (125)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 7 (+10)
Expertise (Space Marine) 10 (+12)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 5 (+8)
Stealth 2 (+6)
Technology 3 (+5)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Equipment 7 (Arsenal), Evasion, Fearless, Great Endurance, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Quick Draw, Ranged Attack 7

Equipment:
"Arsenal"
"Laser Blaster" Blast 6 (Extras: Multiattack) (18)
"Rocket Launcher" Blast 8 (Extras: Area- 30ft. Burst) (Diminished Range -1) (23)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"BFG" Blast 8 (Extras: Multiattack) (24)
"Weak-Ass Starter Gun" Blast 4 (8)
"Armor" Protection 1 (1)
Assorted Gear: Rebreather, etc. (5)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Knife +10 (+4 Damage, DC 19)
Guns +12 (+4-8 Ranged Damage, DC 21)
Rockets +8 Area (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 Armor), Fortitude +6, Will +10

Complications:
Motivation (Stopping Aliens or Demons or Hitler or Whatever)

Total: Abilities: 68 / Skills: 34--17 / Advantages: 23 / Powers: 0 / Defenses: 17 (125)

-There's about 9 million kinds of weapons in these types of games, but for the most part in M&M terms it's the usual Blast/Burst kind of stuff. Generally, most of these guys are similar- high-strength, high-Toughness elite soldiers with great armaments, and PL 10 overall. Call of Duty-type games will eschew this style in favor of more realistic Soldiers (PL 6-8), but Wolfenstein, Doom and Halo all feature this kind of guy. As most of these games are rather recent (by this set's standards, anyways), and outside of my frame of caring, I'll just use this generic build.

LIGHTER-WEIGHT FPS GUYS
Role:
The Hero, Usually a Cop or Fed or Something
PL 8 (108)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 7 (+10)
Expertise (Space Marine) 10 (+12)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 5 (+8)
Stealth 2 (+6)
Technology 3 (+5)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Equipment 3 (Gun), Evasion, Fearless, Great Endurance, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Quick Draw, Ranged Attack 7

Equipment:
"Gun" Blast 4 (Extras: Multiattack) (12)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Guns +12 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +7

Complications:
Motivation (Zombies or Dinosaurs or Generic Bad Guys)

Total: Abilities: 56 / Skills: 34--17 / Advantages: 19 / Powers: 0 / Defenses: 16 (108)

-This build represents the weaker, "Rail Shooter" types you see in Time Cop, House of the Dead and The Lost World.

Games in the Genre:
WOLFENSTEIN 3D:
-The game that popularized the genre, it features an ultra-tough army dude going up against the Third Reich (which got the game banned in Germany, which prohibits depicting the Swastika... for what I assume are obvious reasons).

DOOM:
-id Software's follow-up to Wolfenstein, and one of the most influential video games in history. So popular that its credited by Bill Gates of all people with helping make Windows 95 a big hit, and started gaming on a huge swing towards blowing stuff into piles of innards. You play an unnamed Space Marine who runs around Mars blowing up demons. There was even a novel based off of it... I read the thing, and it's probably the worst book I've ever read. Just ridiculously goofy stuff. It popularized so much of FPS gaming that it's not even funny, and gave us the name "BFG" for his trademark biggest f'in' gun. The sequels fared much worse, though did okay- Doom has just been surpassed in so many ways by now that it can't keep up.

COUNTER-STRIKE:
-The most popular online FPS game in the world, apparently. No plot- just shooting guys military-style. A bit notorious thanks to various cases like a kid making a level based off of his High School, and Brazil banning the game for including a map of Rio de Janeiro in it.

CALL OF DUTY:
-Another military-themed tactical FPS game.

QUAKE:
-id Software finally makes a competitive FPS game after Doom makes them huge. The graphics were the best for their time, but the franchise has fallen into disuse, though we're apparently going to get another one. So big that it ended up licensing its engine out to other companies, creating various other games.

UNREAL:
-A really big deal that I've never seen played, you're a prisoner who's crash-landed on some alien world and has to fight to survive.

MEDAL OF HONOR:
-A popular WWII-era game, allowing you to play regular soldiers in actual historical battles. Which is a pretty cool idea, if this genre's your thing.

HALO:
-One of my least-favorite games ever, Halo was an obsession with my friends in College, and so I was often forced into playing with them (the other option was to stand there doing nothing, right?). I sucked at it. And it's basically the same as every other FPS game ever, even though my online friends at the time were like "HUH-HUH NO IT BE TOTALLY DIFFERENT" because you could drive for a bit. You play the iconic Master Chief, a generic Space Marine fighting aliens. But mostly people just play the competitive mode, where you play 800 different colored versions of the same dude, in maps I can't memorize. UP YOURS, HALO.

HALF-LIFE:
-Famous for its story, customizability, and strategic elements over just killing everything. It's considered one of the most well-made games ever, with the development time to match. Hell, the prospected Half-Life 3 will probably be released more than ten years after the second game! The main hero's a scienist who probably has way different stats than this.

ARCADE RAIL SHOOTERS:
-Best-utilized in large Arcade cabinets, these "Rail Shooters" (named because you're forced to move along one position, as if on a rail) are more action-packed, but less story-driven, than most FPS games. Virtua Cop was the Game Changer in arcades when I was younger, as the polygons allowed for more dramatic movements. Soon it gave way to stuff like Time Crisis (with its distinctive pedals that you could press to duck behind cover), House of the Dead (featuring tons of zombies), and even a Jurassic Park game. This one was actually a great moment for my friend and I when we went to Japan on a school exchange- we blew like ten bucks in quarters (or whatever the Japanese equivalent was) playing that game in some multi-story high-tech arcade, using the tried & true "try until you die" method. The graphics were state of the art for the time, and naturally featured giant tyrannosaurs, spiders and hordes of raptors- you often had multiple "targets" on one creature, and you could only kill it by hitting all of them. Naturally, these are all much more reflex/action-based that the travel-happy FPS games.

ROCKY RODENT:
Game Type: Side-Scrolling Platformer
Release Date: 1993
Developer: Irem

-An obscure game I'm only including because it was on a list of Platformers, Rocky Rodent features a rat who can wear four different wigs to use against enemies. He's fighting against an evil Mafia Don who feels he is owed protection money by the father of Rocky's girlfriend. Naturally, she is kidnapped (does Japan have a hardcore "White Knight Syndrome" fetish that I didn't know about?)

ROCKY RODENT
Role:
The Hero, Big Eater
PL 7 (89)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+9)
Athletics 9 (+10)
Close Combat (Hair) 2 (+10)
Deception 2 (+3)
Perception 4 (+4)
Persuasion 1 (+2)

Advantages:
Accurate Attack, Power Attack, Ranged Attack 4

Powers:
"Special Wigs" (Flaws: Removable) [13]
"Blue Mohawk" Blast 5 (Feats: Homing 2, Ricochet) (13) -- (16 points)
AE: "Red Mohawk" Enhanced Strength 3 & Movement 1 (Wall-Crawling) (8)
AE: "Green Ponytail" Strength-Damage +3 (Feats: Reach 2) & Movement 1 (Swinging) (7)
AE: "Yellow Spring-Hair" Strength-Damage +3 & Leaping 2 (30 feet) (5)

Offense:
Unarmed +8 (+1 Damage, DC 17)
Red Mohawk Toss +10 (+4 Damage, DC 19)
Green Ponytail Whip +10 (+4 Damage, DC 19)
Yellow Spring Bounce +10 (+4 Damage, DC 19)
Blue Mohawk Boomerang +8 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +5

Complications:
Addiction (Eating)- Rocky eats so much that he accidentally consumed the protection money owed to the local Don.
Relationship (Girlfriend)

Total: Abilities: 44 / Skills: 22--11 / Advantages: 6 / Powers: 14 / Defenses: 14 (89)

-Rocky is a standard Platformer Hero, but has four different kinds of wigs that allow him different abilities. Mostly, they just upgrade him to a PL 7 Close Combat guy, though the Red Mohawk (his most-iconic... if you can call anything in Rocky Rodent iconic) makes him a Blaster.

KID CHAMELEON:
Game Type: Side-Scrolling Platformer
Release Date: 1992
Developer: Sega

-Another in the long list of games I was interested in, but never played, is Kid Chameleon. It kept up one of my favorite Gaming Tropes- Lots & Lots of Forms. In this case, the main character, Casey, could transform using his multiple masks. I think I saw one kid playing the game at the house of a Hallowe'en party my dad's work friends put on- while the grown-ups did adult stuff, we sat upstairs and played a few games and I think watched an episode of Are You Afraid of the Dark? (which in retrospect is not that scary). And one year at the party the Toronto Blue Jays won the baseball thing, so all of Canada had to pretend to care about baseball for a couple years.
-Otherwise, I just played the game with a Genesis Collection on the PS2. I recall playing it while my friend watched... and getting stuck like ten minutes in. And neither of us could figure out where I went wrong, or how to get past that part. And my friend is CONSIDERABLY good at video games. Very odd.
-The main character runs through many standard levels, but it's more of a Treasure Hunt, as you have to collect flags to bypass levels. But various warps exist that can send you just about anywhere. There are actually *103* levels, but only half of 'em are on the "main path"- the warps can send you just about anywhere. Also, there's no way of saving your game- early video games could be punishing in ways completely unknown to newfangled NEW gamers! The game was considered quite excellent, got great reviews, and is thought to be one of the Top 30-50 best games on the Genesis. Despite that, it received no sequel, and its only major impact was being a back-up in the Fleetway Sonic the Comic, which I've never read.

CASEY, THE KID CHAMELEON
Role:
The Hero, Multiform Guy
PL 8 (129)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 4 (+5)
Athletics 9 (+10)
Close Combat (Stomp) 2 (+10)
Deception 2 (+4)
Expertise (Pop Culture) 8 (+8)
Perception 5 (+5)

Advantages:
Accurate Attack, Power Attack, Improved Aim, Ranged Attack 6

Powers:
"Mario Stomp" Strength-Damage +2 [2]

"Array of Masks" (Flaws: Removable) [45]
Shapeshift 7 (Masked Forms) (56 points)

Various Forms:
"Maniaxe" ST +4, STA +2, AGI -2, "Throwing Axes" Blast 6 (Multiattack), Improved Critical (Axes), Takedown 2 (30)
"The Iron Knight" STAMINA +2, Athletics +4, Armor (Protection 3, Impervious 5), "Block Smash" Strength-Damage +6 (Flaws: Limited to Floors) (11)
"Juggernaut" ST +2, STA +2, "Skull Bombs" Blast 6 (Feats: Ricochet) (Extras: Multiattack), Dodge +2 (27)
"Micromax" Athletics +4, STA +2, Shrinking 4, Movement 2 (Wall-Crawling), "Minisnake" Blast 6 (Feats: Homing 2) (31)
"Red Stealth" ST +2, STA +2, FIGHTING +2, Leaping 1, Equipment 2 (Sword +3, Improved Critical, AE: Burrowing 3) (15)
"Skycutter" STA +2, "Flying Board" Equipment 2 (Flight 3- Platform, AE: Speed 2, Wall-Crawling) (6)
"EyeClops" STA +2, Equipment 4 (Raygun- Blast 6, X-Ray Vision) (8)
"Cyclone" STA +2, Flight 4, "Seeking Diamond" Blast 6 (Feats: Accurate, Homing, Improved Critical), AE: "Diamond Rain" Damage 6 (Extras: Cylinder) (28)
"Berzerker" ST +2, STA +2, "Charge" Strength-Damage +4 (Feats: Improved Critical), Immunity 7 (Slam Damage, Ballistic Damage), "Diamond Wall" Damage 6 (Extras: Cylinder), Takedown 2 (34)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Mario Stomp +10 (+3 Damage, DC 18)
Maniaxe +8 (+5 Damage, DC 20)
Maniaxe Stomp +9 (+7 Damage, DC 22)
Other Helmets +8 (+3 Damage, DC 18)
Other Helmet Stomps +10 (+5 Damage, DC 20)
Red Stealth & Berzerker +12 (+3 Damage, DC 18)
Red Stealth Sword +10 (+6 Damage, DC 21)
Berzerker Charge +9 (+7 Damage, DC 22)
Maniaxe Axes +10 (+6 Ranged Damage, DC 21)
Juggernaut Skulls +10 (+6 Ranged Damage, DC 21)
Seeking Diamond +12 (+6 Ranged Damage, DC 21)
Initiative +5

Defenses:
Dodge +10 (+12 Juggernaut & Micromax, DC 20), Parry +10 (+12 Micromax, DC 20), Toughness +3 (+8 Knight, +5 Other Helmets), Fortitude +5, Will +8

Complications:
Enemy (Heady Metal)- An evil Video Game Boss has come to life, and trapped people in a Virtual Reality game.
Quirks (Various Forms)- Most forms have weaknesses. Maniaxe is slow and slides down certain things. The Iron Knight is so heavy that he falls through floors. Juggernaut has trouble on ramps or small spaces, and is quite slow. Micromax is a bit slow and you will die if you transform back to the Kid if he loses the Helmet while in a tiny tunnel. Red Stealth cannot walk down ramps- instead sliding uncontrollably. Skycutter cannot physically stop moving. A handful of strong enemies are resistant to the Berzerker's charges, and he has shorter jumps than the others.
Power Loss (Some Powers)- Diamond Walls and Minisnakes require a certain amount of collectible diamonds to utilize properly.

Total: Abilities: 40 / Skills: 30--15 / Advantages: 9 / Powers: 47 / Defenses: 18 (129)

-Casey is one of the most "Committee-Designed Cool" designs I've ever seen in a video game, but all of its attached to a young kid. The tight blue jeans, the shades, the leather jacket... he's basically Poochie as a human. But as the real "meat" of the game is in his multiple forms, it doesn't matter quite so much.
-He's got the always-interesting Multiform ability (Removable Shapeshift), which gives him various traits. Maniaxe is an homage to Jason Voorehees and the hero of Splatterhouse- a hockey mask-wearing monster. The Iron Knight is durable and can shatter blocks (whether he wants to or not), breaking past barriers. The Juggernaut is a roving Tank-taur with blasts that ricochet all over the place (they're multidirectional, which I chose to stat up like Multiattack since it SORTA works the same way). Micromax is a diminutive fly-like Kid with Wall-Crawling abilities that make exploration much easier and renders Bottomless Pits a much easier challenge (and a Snake Summon-y thing that works like a Homing Blast). Skycutter can sort of fly. Cyclone can do some nifty attacks and ALSO Fly, making him one of the best overall. And the Berzerker just charges things like a madman.

BEAVIS & BUTT-HEAD:
Game Type: Side-Scrolling Platformer/Adventure Game
Release Date: 1994
Developer: Radical Entertainment

-This odd little game was actually the source of a TREMENDOUS amount of fun between my best friend & I in Middle School. Like most Licensed Games, it was a bit clunky, but the sense of humor was there, many parts of the game homage the episodes (at one point, you're chased by the fat-assed woman the boys observe doing the horizontal mambo in the back of a van), and some of the tricks are quite ingenious.
-The Genesis game is an Adventure Game featuring the boys searching around Highland's various locales (the hospital, the High School, the movie theater) for the scraps of their tickets to see GWAR, the greatest rock band in all the universe. The boys are obsessive about the tickets, and end up gathering the scraps to see the show. Despite this game being over twenty years old, I STILL remember some of the methods to gain ticket pieces: in one bit, you throw a bit of dynamite down the toilet at the movie theater, which blows up the concession stand, revealing a piece. In another, you're at Burger World and you feed a customer a dead rat, causing him to vomit up a piece. Another one is accomplished via Couch Fishing (named for an episode where they snag an old lady with a box of prunes, and blame the whole thing on Stewart, who is beaten by the police). And not only do you get to see GWAR in the ending, but there's a SECRET ending, one which allows the boys to pull a "Maxwell Goof" and join the band for the final number!
-Though I loved all of the tricks and the "Adventure" aspect, the action sequences (usually between major set-pieces) are ugly as hell. You fight off Todd Ianuzzi and various other cast members of the show, using Beavis's belches and Butt-head's farts as offensive weapons (though you're best off using found weapons, like the dart gun). These segments are awfully-designed and hard to control, making them more of a nuisance than fun. I feel that the game's negative reviews largely stem from this issue, and it's hard to get past the weaknesses of the actual game engine, no matter how clever the rest of the game could be. It didn't helpt that the graphics were awful (but show-accurate, MUCH more than any other licensed games. But this is more due to the deliberately-awful animation of the original series as opposed to any talent on behalf of the game developers).
-As Beavis and Butt-head was ENORMOUSLY popular back in the day, there were a lot of games featuring them coming out at the same time. Oddly enough however, they were mostly by different people. This Genesis version was by Radical Entertainment, while the SNES game was a traditional Side-Scroller by Realtime Associates. A different company even handled the Game Gear version! And four years later, there was a GAME BOY game (featuring the boys trying to get into Todd's "gang").
-The builds here are basically my original pair from when I statted the characters from the show, plus the stuff the Video Game leaves in- the Dart Gun and Belches & Farts. Beavis's Belch actually unbalances him favorably compared to Butt-head, as he can attack enemies he's facing. Butt-head, on the other hand, is forced to face AWAY from his enemies to use the farts. This actually made my friend Jordan force me to play Butt-head (even though Butt-head was HIS favorite, and Beavis mine), since it was HIS Genesis upon which we were playing the games! He just didn't want to play the worse guy!

BEAVIS
Played By:
Mike Judge
Role: The Dumbass, Pyro Psycho, The Exciteable One
PL 5 (22)
STRENGTH
-2 STAMINA 2 AGILITY 1
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -2

Skills:
Close Combat (Belch) 4 (+5)
Deception 3 (+1)
Expertise (Pop Culture) 5 (+2)
Perception 2 (+0)

Advantages:
Equipment 2 (Dart Gun- Blast 3- Multiattack), "Kick to the Crotch" Improved Critical (Unarmed), Ranged Attack 6

Powers:
"Belch" Damage 4 (Feats: Reach 2) [6]

Offense:
Unarmed +1 (-2 Damage, DC 13)
Belch +5 (+4 Ranged Damage, DC 19)
Dart Gun +6 (+3 Ranged Damage, DC 18)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +2, Will -2

Complications:
Relationship (Butt-Head)- Beavis' only friend is Butt-Head, a verbally and physically-abusive egomaniac who only barely tolerates Beavis. Beavis is easily-led and influenced, but is prone to freaking out at Butt-Head's insults.
Responsibility (Stupid)- The boys once got stranded on a deserted island in the fountain AT THE MALL. Both have touched a spinning blade just for the hell of it. They once forgot how to urinate because they were concentrating too hard on remembering how to do it. Beavis once thought he was pregnant, but he just needed to take a really big dump.
Disabled (Illiterate)- Beavis cannot read at all, and often doesn't understand the meaning of simple words like "fortune" or "future".
Reputation ("You were CRYING")- Beavis once shed a tear while eating onions, which Butt-Head saw as Beavis' reaction to a sad show on TV. "Huh-huh... you're MOVED."
Addiction ("FIRE! FIRE!!... FIRE!")
Responsibility (Polite)- Beavis is oddly polite for someone so stupid and rotten- he introduces himself with "Hey how's it goin'?", and often takes great interest with what other people are saying ("Really?- Well I'll be damned!"), even if he doesn't understand it.
---
Reputation (Mom is a Slut)- "She's not a whore- she's a SLUT! She doesn't charge for it!"
Addiction (TV)- Both boys spend pretty much all their free time watching TV. Beavis goes into withdrawal after ONE DAY without it in the movie.
Obsession (Heavy Metal)- The only stuff the boys REALLY like is heavy metal, but will settle for gangsta rap and grunge music. They are frequently seen headbanging to anything loud, or just doing it while making "metal sounds" and quoting stuff like Guns 'N' Roses. They don't even like JOURNEY.
Obsession (Potty Humor)- Beavis is absurdly-amused by dirty things like poop ("heh-heh-hmm-- POOP!"), pee, masturbation, blood, dead animals, and anything else disgusting. Both will get distracted by words they perceive as dirty, like "wood", and will pick something dirty out of even innocent phrases ("-entertain us", "HUH-HUH, you said 'anus'").
Obsession (Chicks & Scoring)- The boys are obsessed with "scoring" and the concept of getting chicks- it's the only thing that can drive them from TV. Butt-Head is usually the ringleader ("Hey, BABEH! Huh-huh..."), but Beavis gets himself worked up into a tizzy as well, often freaking out over his inability to get some.
Accident- Beavis is highly injury-prone, both because of Butt-Head's abuse, and because of his own stupidity. He once sliced his finger off because he DELIBERATELY touched a table saw, and spent the next several minutes alternating between laughing in excitement and screaming in pain.
Involuntary Transformation (The Great Cornholio)- With too much sugar or caffeine, Beavis will uncontrollably turn into a psychotic, nonsense-spouting child demanding T.P.
Addiction (Touching Himself in an Impure Manner)- Beavis is worse for "spanking the monkey" than even Beavis is.

Total: Abilities: -10 / Skills: 14--7 / Advantages: 9 / Powers: 6 / Defenses: 10 (22)

-Beavis is actually THE STUPIDER of the two, and generally got the most attention from fans- his dynamic, exciteable personality gives off a lot of energy, giving him many of the funniest quotes in the series. His multiple transformations into The Great Cornholio became another big running gag. Since I was capable of imitating Beavis pretty much EXACTLY when I started watching the show, I thought he was an awesome character, and had great fun mimicking his weird behaviors. He's hilarious- prone to politeness in casual conversation, but also possessing a great temper. He's easily-led by Butt-Head, but can still freak out if insulted one too many times (resulting in a swift kick to Butt-Head's 'nads). He desperately wants to score (and even gets some attention from odd women), but is too insanely stupid and antisocial to properly seduce a woman.
-Beavis' obsession with fire was censored early on after a kid burned down his family's trailer, in a move parents' groups blamed on the show, but he was still frequently seen as obsessed with it (his famous "FIRE! FIRE!!!" chant would often get joked about with other things, like when he called out "FLYERS!! FLYERSSSS!"; and he was often seen staring at it, utterly transfixed. One time, he saw a guy running around all aflame in a music video, and was rapturous about it). He was hilariously gullible, often believing the stupidest things possible, and was probably more stupid than any other character on TV (I mean, Coach & Woody were dumb, but neither of them would have touched an active table saw just because). This is a guy who, when observing Butt-Head choking to death, decided to WALK TO A RESTAURANT to find the sign on how to do the Heimlich Manuever. Or when he went to a Nude Drawing Course, saw a chick ready to disrobe, and then when she did, jumped up and shouted "WOAH YOU CAN SEE HER BOOBS!" Writing dumb characters is not considered to be overly-difficult in comedy (the only thing easier is writing fat characters), but there's a real art in just HOW DUMB somebody can become. Much like how on The Simpsons they wouldn't just tell REGULAR "Old People" jokes about Mr. Burns- they'd go all the way and crack wise about his old-timey auto-buggy and talk about Prussia and stuff- the gag is now HOW OLD HE IS.
-Beavis is based off of a classmate of Judge's who was in fact rather intelligent, but was prone to giggling to himself while working hard (HUH-HUH, "hard"...) on an assignment. Presumably this kid grew up to be something other than somebody who spent his time either watching TV or working at Burger World, scratching his 'nads with a spatula.
-If any characters ever deserved to go into the negative points, it's these two- Beavis & Butt-Head are so stupid that they can't even READ, and are so weak that it took TWO of them to pull a weight bar off of Beavis' chest. A weight bar with NO WEIGHTS ON IT. If a Bystander costs 0 points, then somebody who's worse than a Bystander in every possible way is even cheaper.

(the boys have put a dollar in for a bag of pork rinds, but the bag only falls forward and doesn't release)
"uhhh... hey, Beavis, I just realized something- If someone tries to buy a bag of pork rinds, they'll get OUR bag, PLUS another one! But if WE put in another dollar, we'll get, like, TWO for the price of ONE!"

BUTT-HEAD
Played By:
Mike Judge
Role: The "Smart One", Manipulator, Pervert
PL 5 (22)
STRENGTH
-2 STAMINA 2 AGILITY 1
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Close Combat (Fart) 4 (+5)
Deception 3 (+1)
Expertise (Pop Culture) 5 (+3)
Perception 2 (+0)

Advantages:
Equipment 2 (Dart Gun- Blast 3, Multiattack), Ranged Attack 6

Powers:
"Fart" Damage 4 (Feats: Reach 2) (Quirks: Must Be Facing Away From Target) [5]

Offense:
Unarmed +1 (-2 Damage, DC 13)
Fart +5 (+4 Ranged Damage, DC 19)
Dart Gun +6 (+3 Ranged Damage, DC 18)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +2, Will -2

Complications:
Relationship (Beavis)- Butt-Head barely tolerates his only friend, and frequently belittles and strikes him. He consideres Beavis a "dumbass", and is rarely concerned for his friend's safety, often joking while Beavis is grievously wounded.
Responsibility (Stupid)- The boys once got stranded on a deserted island in the fountain AT THE MALL. Both have touched a spinning blade just for the hell of it. They once forgot how to urinate because they were concentrating too hard on remembering how to do it.
Disabled (Illiterate)- Butt-Head is almost as illiterate as Beavis, and usually only gets the words wrong ("Horse Farm- Trespassers Will Be Prosecuted" turned into "Whores & Prostitutes").
Responsibility (Over-Confident)- Butt-Head, despite his stupidity, retains 100% confidence in everything he does, assuming that he is a huge bad-ass ("I'll kick your ass!"), even to people twice his size. He also constantly assumes that chicks are into him.
Responsibility (Ruining the World)- When shown a world in which he never existed, Butt-Head finds a happy Tom Anderson, Daria dating a boy (never having had someone ruin her image of men), and Beavis and Stewart being best friends and working in a soup kitchen.
---
Addiction (TV)- Both boys spend pretty much all their free time watching TV.
Obsession (Heavy Metal)- The only stuff the boys REALLY like is heavy metal, but will settle for gangsta rap and grunge music. They are frequently seen headbanging to anything loud, or just doing it while making "metal sounds" and quoting stuff like Guns 'N' Roses. They don't even like JOURNEY.
Obsession (Potty Humor)- Butt-Head will always pick something dirty out of even innocent phrases ("I DO shine my pants!" "HUH-HUH- you said 'douche'.").
Obsession (Chicks & Scoring)- The boys are obsessed with "scoring" and the concept of getting chicks- it's the only thing that can drive them from TV. Butt-Head is usually the ringleader ("Hey, BABEH! Huh-huh...").
Accident- Butt-Head doesn't get hurt as often as Beavis does, but his smart mouth often earns him an ass-kicking.

Total: Abilities: -8 / Skills: 14--7 / Advantages: 8 / Powers: 5 / Defenses: 10 (22)

-Butt-Head is a slightly more well-rounded character than the insane & stupid Beavis- he's ALSO dumb (just not quite as much), but he's also a raging egotist and the leader of their little duo, often starting many of their adventures with some idea he got (puncuated by a tiny, barely-lit light bulb above his head). He was a great source of Mike Judge's natural ability at taking regular dialogue and making it the most hilarious thing you've ever heard- nearly everything out of Butt-Head's mouth is hilarious for reasons I can't quite explain properly- it's just the inflection and weird emphasis making it hilarious. Not many people could get a laugh just out of saying "DUMBass!" or "-and make it snappy!", but Judge can with this voice (only a bit different from his normal speaking voice, aside from the laughter). It's so good that he basically uses the same tone for the hilarious Dooley side-character on King of the Hill (*walks back in after being reported missing for a day* "I'm BACK."). Just... this weird kind of uber-confidence with the emphasis on certain words, combined with the general sense that he has no idea what he's talking about.

NiGHTS INTO DREAMS:
Game Type: Flying Action Game
Release Date: 1996
Developer: Sega (Sonic Team)

-Sony's PlayStation was a massive hit in the video game industry, shaking things up and revolutionizing gaming. Its ads reflected a bad-ass, bold new style, ramped up the "extreme" nature of gaming, and showcased blood, criminal activity and brutality. The Sega Saturn countered with a game about an androgynous fairy who floated through a colorful dreamscape, and symbolism based off of the works of Sigmund Freud & Carl Jung. If that doesn't showcase who won the Next Generation Video Game War, and why, then I don't know what does.
-That said, Nights was apparently a very good game, created by the very best of the "Sonic Team" that'd worked on Sega's mascot. It just wasn't anything close to anything that the North American video gaming public, which had little taste for Japanese ideals of cuteness, beauty and whimsy, wanted. We Westerners wanted our blood, beatings and savagery, damn it! The game was a critical success (to the point where it's on pretty much any Saturn Top Ten List, and is included on some lists of the "Greatest Games Ever", but it didn't sell nearly as well as many of its contemporaries.
-In the game, Nights travels through a dreamscape called "Nightopia", amassing points on time-limited levels. The game moves quickly (among the few criticisms was that it blazed by too fast to really enjoy the ambience or the music), and focuses a lot of flying smoothly in a fully 3-D landscape (which was so new at the time that Sonic Team actually had to re-do their work several times, lacking something upon which to base their work!). The game sold well, but didn't earn a sequel until *2007*, a huge amount of time later, so it was clearly not the smash that Sega wanted (or, more importantly, that Sega NEEDED).

NiGHTS
Role:
The Hero, Asexual Being
PL 9 (152)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 4 PRESENCE 4

Skills:
Aerobatics 10 (+16)
Expertise (Dreams) 6 (+8)
Perception 4 (+8)
Persuasion 4 (+8)

Advantages:
Improved Initiative, Move-By Action, Ranged Attack 6, Uncanny Dodge

Powers:
Flight 6 (120 mph) [12]
"Dualize" Features 1: May Merge With Others, Allowing Them Control [1]
"Persona Masks & Transformation" Morph 4 (Multiple Forms) (Feats: Metamorph) [21]

"Dream Diamond" Blast 6 (Feats: Indirect- From Diamond) (13) -- [15]
AE: "Drill Dash" Strength-Damage +3 (Feats: Accurate) (4)
AE: "Paraloops" Movement 1 (Dimensional Travel 1- to "My Dream World") (Extras: Attack +8) (10)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Drill Dash +10 (+6 Damage, DC 21)
Dream Diamond +8 (+6 Ranged Damage, DC 21)
Paraloops +8 (+8 Movement Attack, DC 18)
Initiative +10

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

Complications:
Enemy (Wizeman)
Relationship (Elliot & Claris)- NiGHTS is helping a pair of children who've suffered tremendous disappointment.

Total: Abilities: 66 / Skills: 24--12 / Advantages: 9 / Powers: 49 / Defenses: 16 (152)

-NiGHTS is a flier-type character, but he can do a few kinds of attacks. His most expensive ability is to transform into stuff (like... rollercoaster cars). He fights as a PL 8, but is PL 9 defensively- the game is more about aerobatics and accomplishing tasks instead of beating guys to death- most of the Bosses are defeated by doing things like Q*bert-style undoing of their stuff than a brawl.

PRINCE OF PERSIA:
Game Type: Action/Adventure
Release Date: 1989
Developer: Brøderbund, Ubisoft

-Another in the long, LONG list of influential, popular game series I've never played, Prince of Persia was initially based around the skillful Motion-Capture animation of a human character- graphis never-before seen in video games at that point. The games were popular in the late '80s and early '90s, becoming top-selling computer games. However, the series went to sleep for a while, releasing only the weak 1999 3-D game on computers (though the SNES port had enhanced graphics and levels, and was REALLY highly-touted by my Game Players magazines, but came out a bit too early for me to actually read much about it- all I remember are the screenshots that nearly always showed the exact same thing- the Prince, with his MC Hammer pants, spread-leggedly jumping over a chasm), but this led to the development company being sold to Ubisoft. Here, the game's original developer worked with his new bosses to create a long-running series of games, which did well enough to not only get many sequels, but a FILM. Unfortunately, the picture didn't do that well, and is mainly notable for being one of the more pronounced examples of casting a white guy to play a non-white character (the PRINCE... of PERSIA).
-In the original games, you played a Prince trapped in a series of dungeons, having to escape and rescue a Princess (of course) before time ran out. Various obstacles stand in your way, and you must defeat enemy swordsmen as well as your own doppelganger (he springs from a Magic Mirror, and you must merge with him rather than kill him, as he shares your life bar).

THE PRINCE OF PERSIA
Role:
Heroic Swordfighter
PL 8 (116)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 12 (+14)
Deception 2 (+5)
Expertise (Dungeon Crawler) 6 (+8)
Insight 2 (+6)
Perception 4 (+8)
Persuasion 2 (+5)
Stealth 2 (+7)

Advantages:
Agile Feint, Assessment, Equipment 1 (Sword +2), Fearless, Great Endurance, Improved Critical (Sword), Improved Defense, Improved Disarm, Move-By Action, Quick Draw, Ranged Attack 2, Ultimate Athletics Skill, Uncanny Dodge

Offense:
Unarmed +12 (+2 Damage, DC 17)
Sword +12 (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +8

Complications:
Enemy (Jaffar)
Relationship (The Princess)

Total: Abilities: 72 / Skills: 36--18 / Advantages: 14 / Powers: 0 / Defenses: 12 (116)

-The Prince is a pretty standard Action Hero Archetype, but his Athletics skill is ultra-high, given the game's iconic "leap a huge chasm, narrowly grasp the edge of the pit, and climb yourself out" sequences, though the early games rewarded "carefully tip-toeing forward" over the usual Platforming stuff of "tearing through at top speed". Otherwise, he's a PL 8, as most of his enemies are just normal guys.

TOEJAM & EARL:
Game Type: Action/Adventure
Release Date: 1991
Developer: Johnson Voorsanger Productions

-A legendary duo from the Genesis, Toejam & Earl appeared in a pair of cult classics for that system, and were a big part of what gave it that early, "little guy" energy that Big Corporate Nintendo lacked. They're a couple of funky, hip-hop-listening aliens (Toejam is red, three-legged and wears a medallion; Earl is an orange fat guy with shades- both are appropriations of the rap culture of the times) with odd looks and "bored" animation sequences when you let them sit still for too long- in short, they had Attitude. The game is Adventure-based, as you have to collect pieces of their crashed spaceship on Earth environments that are actually randomly generated (so you never play the exact same game twice). The game was a slow started sales-wise, but eventually did well enough to earn a sequel on the Genesis. However, after that, the series took a colossal nap until one more appeared on the X-Box years later. This one was poorly-received and didn't sell well, but there's a modern one supposed to come out via a Kickstarter campaign.
-Unlike almost every other game in the genre, it allows for two players, and goes into a split-screen if they separate. Enemies include packs of nerds, Bogeymen, sentient mailboxes & ice cream trucks, giant hamsters and more. There are various presents thrown all over the place- opening them has random effects. Some will increase your running speed, and others will distract enemies. However, others will actually HINDER your progress- some can even kill you! The game is known for its tongue-in-cheek, humorous style and music, and generally gives off an "indie" vibe, which was great for Sega in its attempts to appeal to teens as something less-kiddie and corporate than the colorful games on Nintendo's systems.

TOEJAM & EARL
Role:
Funky Heroes
PL 5 (63)
STRENGTH
0 STAMINA 3 AGILITY 4
FIGHTING 0 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+4)
Expertise (Funk) 8 (+9)
Expertise (Space Travellers) 4 (+5)
Insight 2 (+4)
Perception 3 (+5)
Technology 3 (+4)

Advantages:
Ranged Attack 2

Powers:
"Produce Power" Blast 4 (Flaws: Source- Tomatoes) (Diminished Range -1) [3]

Offense:
Unarmed +0 (+0 Damage, DC 15)
Thrown Tomatoes +6 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +6

Complications:
Motivation (Returning to Funkotron)

Total: Abilities: 34 / Skills: 24--12 / Advantages: 2 / Powers: 0 / Defenses: 15 (63)

-Neither character is very physically capable, and the only attack you possess in the game is to throw tomatoes (an occasional power-up!). They are, however, very funky.

BLACKTHORNE:
Game Type: Side-Scrolling Action
Release Date: 1994
Developer: Blizzard Entertainment

-This game received an ungodly amount of advertisement when I first got into video game magazines. It seemed like you couldn't pick up an issue of anything without seeing a Jim Lee-drawn ad featuring this bare-chested, gun-wielding, long-haired Bad-Ass '90s Anti-Hero. It's a simple side-scroller at heart, and the reviews were pretty good, but the game vanished into history, so all the hype was for naught. I wonder whatever happened to those Blizzard guys who made it, anyhow...
-Blackthorne takes place on the alien world of Tuul, where two brothers' kingdoms have gone to war after one turned evil and monstrous. The leader of the good guys sends his son Kyle to Earth to save his life- becoming a great war hero, Kyle is then informed of his bizarre past, and sent to Tuul to free his people. Wielding a pump-action shotgun and running around like the Prince of Persia (seriously, doing this build so close to watching a playthrough of PoP makes it very, VERY clear that this game is a 100% knock-off of that one- the running and climbing animations are virtually identical), Kyle (also called the "Blackthorne", hence the name) is given some dark choices to make, such as one advertised in many a mag- when he comes upon one of his people held hostage, he can either free them... or shoot them in the head. Oh, Nineties.
-Despite the hype, I never actually played this for whatever reason. I can't remember if I was curious about it or not, but given the hype, I probably would have been. It was heavily featured for the SNES, but also came out for the 32X.

BLACKTHORNE (Kyle Vlaros)
Role:
Heroic Gunfighter
PL 8 (113)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 10 (+12)
Deception 2 (+5)
Expertise (Soldier) 8 (+10)
Insight 2 (+5)
Perception 5 (+8)
Persuasion 2 (+5)
Stealth 2 (+7)
Technology 2 (+4)

Advantages:
Agile Feint, Equipment 4 (Arsenal), Fearless, Great Endurance, Improved Critical (Shotgun), Improved Defense, Quick Draw, Ranged Attack 5

Equipment:
"Pump-Action Shotgun" Blast 6 (12)
"Hover Bombs" Blast 8 (Extras: Penetrating) (Diminished Range -1, Inaccurate -1) (Flaws: Unreliable- 5 Uses) (14)
"Levitator" Lifts Up One Level (1)
"Fire Bombs" Damage 6 (Feats: Triggered- Time) (7)
"Remote Wasp" Blast 6 (Feats: Homing 4, Ricochet 3) (Flaws: Unreliable- 5 Uses) (13)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Shotgun +10 (+6 Ranged Damage, DC 21)
Hover Bombs +8 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +8

Complications:
Responsibility (Heir to Androth's Throne)
Enemy (Sarlac)- Sarlac rules the evil kingdom of monsters.

Total: Abilities: 64 / Skills: 36--18 / Advantages: 15 / Powers: 0 / Defenses: 16 (113)

-Blackthorne is basically the Prince of Persia with a Shotgun- instead of Swordfighting, he and his rivals lean against the wall to avoid gunfire, then leap back out to open fire. Though there's a "cheat" where you can roll out of a room, roll back, and the villain will be vulnerable at the second you pop out.

BLACK TIGER:
Game Type: Side-Scrolling Action Platformer
Release Date: 1987
Developer: Capcom

-A game I've never heard of Black Tiger is called Black Dragon in Japan. In it, you play a barbarian hero who Dungeon Crawls through various levels. It's basically like a less-cartoony Ghosts & Goblins (you even fight a Red Arremer as a boss)- your hero wields a giant Flail that also throws out a storm of knives with every swing.

BLACK TIGER
Role:
Heroic Barbarian
PL 9 (97)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 9 (+12)
Expertise (Barbarian) 8 (+8)
Perception 3 (+5)
Ranged Combat (Knives) 4 (+11)

Advantages:
Equipment 4 (Flail & Knives), Fearless, Great Endurance, Improved Critical (Flail), Improved Defense, Improved Initiative, Quick Draw, Ranged Attack 5

Equipment:
"Epic Flail" Strength-Damage +4 (Feats: Reach 3) (7)
"Knives" Blast 4 (Extras: Multiattack) (12)
"Armor" Protection +3 (3)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Flail +11 (+7 Damage, DC 22)
Knives +11 (+4 Ranged Damage, DC 19)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+7 Armor), Fortitude +6, Will +7

Complications:
Enemy (The Black Dragon)

Total: Abilities: 56 / Skills: 24--12 / Advantages: 15 / Powers: 0 / Defenses: 14 (97)

-Black Tiger is PL 9, owing to the frequently gigantic foes he encounters. The game seems MUCH easier than Ghosts & Goblins, just be virtue of his numerous, Multiattacked gear that can cut down swaths of bad guys. The Japanese version is made tougher.

WRATH OF THE BLACK MANTA:
Game Type: Side-Scrolling Action Platformer
Release Date: 1989
Developer: AI

-This game is yet another Ninja-Themed Action Game, one that saw more advertisement in the comic books of my youth than Shinobi, Ninja Gaiden and Strider combined. You play a ninja with various superpowers (the Japanese game is called Ninja Cop Saizou) in his attempt to stop a gang of kidnappers. The graphics are WAY unlike the ones seen in other "Ninja" games- your character sprite is HUGE, about a quarter the height of the screen, and bulky! The music is among the worst I've ever heard on the NES, too- playthroughs are a chore to watch on YouTube.

THE BLACK MANTA
Role:
Heroic Ninja Cop
PL 8 (131)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 6 (+8)
Deception 3 (+6)
Expertise (Ninja) 6 (+8)
Expertise (Police Officer) 6 (+8)
Perception 4 (+7)
Stealth 3 (+9)

Advantages:
Equipment 2 (Sword +2, Shuriken- Blast 3), Great Endurance, Improved Critical (Shuriken), Improved Defense, Quick Draw, Ranged Attack 5

Powers:
"Ninja Arts"
"Fire Rain" Blast 6 (Feats: Indirect- From Above) (Extras: Multiattack) (Flaws: Distracting) (13) -- [19]
AE: "Shadow" Summon Shadow 3 (Throws Shurikens) (Extras: Active) (Flaws: Distracting) (6)
AE: "Fire Wheel" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Distracting) (8)
AE: "Missile" Blast 6 (Flaws: Distracting) (6)
AE: "Ground Fire" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Foes, Distracting) (4)
AE: "Invisibility" Concealment 4 (All Visuals) (Flaws: Distracting) (4)
AE: "Spider" Burrowing 6 (Flaws: Distracting) (3)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Sword +12 (+4 Damage, DC 19)
Shuriken +10 (+3 Ranged Damage, DC 18)
Missile +10 (+6 Ranged Damage, DC 21)
Fire Wheel & Ground Fire +8 Area (+8 Damage, DC 23)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7

Complications:
Enemy (Kidnappers)
Quirk (Distracting)- On the Art of the Spider or Invisibility techniques, they are Distracting on the round PRIOR to when you use them, not during the move (you must call this ahead of time).

Total: Abilities: 74 / Skills: 34--17 / Advantages: 11 / Powers: 19 / Defenses: 10 (131)

-The Black Manta is a standard Ninja Hero, but packs some decent "Ninja Arts" that allows him tremendous advantages in fights. The only issue is, he actually has to "Charge" his POW Meter to use them, standing there doing nothing for a second or two before activating a Missile (much better than his Shuriken) or something. I consider this a "Distracting" Flaw.

THE STRIKE SERIES (Desert, Jungle & xxxxx Strike):
Game Type: Isometric-View Shoot 'Em Up
Release Date: 1992
Developer: Electronic Arts

-A non-Sports game from EA, Desert Strike was based around the then-current Gulf War- you played a military helicopter on various missions. Unlike most Shmup games, the point wasn't simply to blow everything in the universe to hell; you had actually OBJECTIVES to perform, such as search & rescue, enemy capture, and more! And you even had to watch your fuel- 'twas a true "Thinking Man's Shoot 'Em Up". Adding to the originality was the isometric, 3/4 viewpoint, as opposed to the typical Top-Down & Side-Views of the genre. The game was a smash hit (then EA's best-selling game, in the era before their Sports Games dominated sales charts), though some complained about basing a game on a fairly-recent war (You were facing a generic Middle Eastern dictator named "Kilbaba", not Saddam... but the link was pretty clear). Things were even pretty tongue-in-cheek, as your travels could bring you across Elvis Presley, Santa Claus and an unkillable Dracula.
-The reviews were glowing, and the game became a huge hit. It spawned numerous successors, though I've only actually heard of a couple. I was around for Jungle Strike, which I watched my Genesis-owning friend play. Urban Strike featured play in urban (duh) settings. The Next Generation era saw a pair of games I've never heard of- Soviet Strike and Nuclear Strike. Later games allowed the ability to travel in a F-117 Nighthawk, a motorcycle, and even go on foot.

AH-64 APACHE HELICOPTER
Role: Lone Helicopter

Baseline Stats: Huge Size, Strength 8, Defense 6, Toughness 11 (14)
Movement: Flight 8 (16)

Weapons:
"Hydra Rockets" Blast 10 (Extras: Area- 30ft. Burst) (30) -- (32)
AE: "30mm M230E1 Chain Gun" Blast 9 (Extras: Multiattack) (27)
AE: "Hellfire Rockets" Blast 12 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) (24)

Total Cost: Stats: 14 / Movement: 16 / Features: 0 / Weapons: 32 (62 Equipment Points)

-Your chopper is armed with a machine gun, decent armor, and two kinds of Rockets, both of which had limited ammunition. That, plus your limited health & fuel, can be replenished by accomplishing objectives.

KOLIBRI:
Game Type: Side-Scrolling Shoot 'Em Up
Release Date: 1995
Developer: Novotrade

-Oddly enough, the game I associate most with the late 32X system, aside from Chaotix, is Kolibri. Maybe because it was a launch title (and thus one of the first games reviewed), but more because it's just so WEIRD. In this game, you play a freakin' HUMMINGBIRD as it flits about in a standard Shoot 'Em Up style. I was gonna say it was "so distinctly Japanese" but apparently I'm wrong and it was made by Europeans. Your hummingbird character has been empowered by a mystic crystal with the power to stop a darker crystal. The game features the standard "Power-Ups", as well as some puzzles to solve.
-The visuals look very stunning, especially for a game using the Genesis colour palette. The reviews were more middling, however, as the game featured little depth. In short: not a system-seller.

KOLIBRI
Role:
Heroic Hummingbird
PL 8 (73)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -3

Skills:
Aerobatics 8 (+13)
Expertise (Survival) 4 (+5)
Perception 4 (+5)

Advantages:
Improved Aim, Precise Attack (Ranged/Cover)

Powers:
"Homing Blast" Blast 5 (Feats: Accurate 5, Improved Critical, Homing 2, Ricochet 2) (Extras: Multiattack) [25]

Offense:
Unarmed +2 (+2 Damage, DC 17)
Blast +10 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3, Fortitude +4, Will +6

Complications:
Enemy (The Evil Crystal)

Total: Abilities: 16 / Skills: 16--8 / Advantages: 2 / Powers: 25 / Defenses: 22 (73)

-I statted up the flying Hummingbird protagonist of Kolibri as if it were full-sized, because it'd be annoying to shoot everything down to Shrinking 16 or whatever, especially since every enemy is tiny. The character fights legions of insects, many of which have shooting powers of their own. Playthroughs of the game seem to indicate he's got a shooting attack that basically homes in on the enemies from any direction possible- I've seen the bird shoot a blast forward, have it arc back and then kill the enemy BEHIND him!

BOMBERMAN:
Game Type: Overhead Action/Maze Game
Release Date: 1983
Developer: Hudson Soft

-I had no idea this series was so old- the first Bomberman game I ever heard of was Super Bomberman 2 for the Super NES. And even then, I was only familiar with it because of my favorite gaming mag- Game Players Magazine went ON AND ON over this, hyping it in their letters columns, editor bits, and it had a permanent place on their "Lists" page, with the list of "Games we play when we should be working!"- it sat there well through the Next Generation era, sitting there alongside Tekken 2, Toshinden and other mid-to-late '90s hits. This hype was so extreme that I rented it myself... and yeah, it's the ultimate party game. Fast-paced, simple and fun, my friend and I had a blast in the massive group battles, throwing bombs at each other.
-There's both a "Story Mode" and a "Vs. Mode" to the game- the Vs. Mode is basically putting your characters in a single-screen grid maze, with your lowest Bomb power. You collect power-ups by blowing up the blocks around you (being careful not to blow YOURSELF up), eventually clearing the way to your rivals, at which point you attempt to kill them. Power-Ups include the Glove that lets you throw your bomb over barriers (a necessity to kill anyone not right next to you), extra Power (your bomb blasts go further), and more. The Story Mode is more boring, but keeps the same strategy- you have to clear your way with Bomb Blasts, gain Power-Ups, then try to kill various generic enemies, ultimately getting to a Boss.
-Unbeknownst to me, there was a sequel released which is apparently BETTER (and features Riding Kangaroos as mounts), but Game Players never touched on it (and I have issues going quite a ways forward). I played an N64 version of the game, but the appeal was diminished some way- sort of like how the original Mario Kart will always be more fun to me than the more advanced polygonal versions. He has appeared in games every few years, but his peak was likely the early '90s, which saw FIVE editions of Super Bomberman released for the Super Famicom (three hit Stateside).

BOMBERMAN (aka White Bomberman, White Bomber, Shirobon)
Role:
The Hero, Blast Fetishist
PL 8 (125)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 4 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+5)
Expertise (Demolitions) 10 (+12)
Insight 1 (+4)
Perception 3 (+6)
Stealth 2 (+6)
Technology 4 (+6)

Advantages:
Defensive Attack, Evasion, Fearless, Improved Aim, Improved Defense, Ranged Attack 2

Powers:
"Bomb Toss" Blast 8 (Feats: Triggered- Time) (Extras: Area- 60ft. Line x2) (Diminished Range -2) [39]
"Skater Power-Up" Speed 1 (4 mph) [1]
Movement 1 (Permeate) (Flaws: Limited to His Own Bombs) [1]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Bomb Toss +8 Area (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3, Fortitude +4, Will +8

Complications:
Quirk (Bomb Blasts)- Bomberman can be killed by his own Blasts. He also requires various amounts of Power-Ups to hit his peak- at its base, his Blast is only about 5 feet in either direction and cannot be Tossed (no Ranged).
Motivation (Rescue & Defense)- Bomberman appears to be some kind of intergalactic cop. The plot ain't really the point of these games, really...

Total: Abilities: 44 / Skills: 24--12 / Advantages: 7 / Powers: 41 / Defenses: 21 (125)

-Bomberman is pretty simple to stat up, as his options aren't terribly complicated. Some are a bit weird for M&M- there's no real way to create an effect to replicate his "Drop Multiple Bombs At Once" ability, short of allowing him to set off dozens of Area Effects at once. Instead, I went with replicating his distinctive "cross-shaped" blast, by putting out two lines emanating from the point where the bomb was dropped (or booted... or tossed...). Linking two Area Effects at once is a bit of a thing the books don't mention, but I figure in something like this it's okay- it costs twice as much as ONE Area Effect, and is hardly that broken.

YO! NOID!:
Game Type: Side-Scrolling Action Platformer
Release Date: 1990
Developer: Now Production

-Yet another Food Mascot given his own video game (which were really some of the most omnipresent ones around, when you think about it- toys WERE their own mascots, but if you had kids link your food with fun, then your restaurant would be busy for YEARS- brainwash 'em good and early!), Yo! Noid! is based around The Noid, a goofy claymation character who tried to ruin the pizzas in Domino's Pizza's advertising campaigns. The game was actually a Japanese one called Masked Ninja Hanamaru, but everything was redrawn for American audiences.
-In this game, wild slime monsters are ruining New York City, and so the mayor calls The Noid to stop the slimes, who are led by his evil duplicate. The Noid uses a yo-yo and the occasional Screen-Clearing Attack (brought on by a power-up).
-Shockingly, the Noid campaign kinda ended because of an actual HOSTAGE SITUATION, as a deranged lunatic named Kenneth Lamar Noid, assuming that the advertising campaign was targeting him, barged into a Domino's location with a gun and held people hostage for five hours. Nobody was hurt (though I'm fairly certain a wage-slave Domino's employee doesn't get paid enough to put up with THAT crap!), and Mr. Noid committed suicide in 1995. THE Noid, however, predeceased him. The game actually came out several months AFTER this, but that was really it for the character, as the publicity was probably a bit too much. There was also a computer game called Avoid the Noid, where you had to deliver pizzas.

THE NOID
Role:
Hater of Pizzas
PL 7 (88)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 4

Skills:
Athletics 9 (+10)
Expertise (Ruiner of Pizzas) 7 (+7)
Deception 2 (+6)
Perception 4 (+4)
Persuasion 2 (+6)

Advantages:
Accurate Attack, Improved Critical (Yo-Yo), Ranged Attack 4

Powers:
Leaping 1 (15 feet) [1]

"Yo-Yo" (Flaws: Easily Removable) [4]
Blast 4 (Diminished Range -2) (6 points)

Offense:
Unarmed +8 (+1 Damage, DC 17)
Yo-Yo +8 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Hatred (Pizzas)- The Noid lives for the destruction of pizzas. Except... in this game, he's trying to EARN pizzas. THIS GAME ABOUT A PIZZA CHAIN'S MASCOT MAKES NO SENSE!

Total: Abilities: 50 / Skills: 24--12 / Advantages: 6 / Powers: 5 / Defenses: 15 (88)

-PL 6 offensively (the game features no Bosses- just strategy sections against The Noid's pink rival) and PL 6.5 defensively, The Noid is one of the weaker Video Game Heroes out there.

"He who controls the past, commands the future. He who commands the future, conquers the past."
— Kane paraphrasing a famous line from Nineteen Eighty-Four.

COMMAND AND CONQUER:
Game Type: Real-Time Strategy/Build-Up Game
Release Date: 1995
Developer: Westwood Studios/Electronic Arts

-One of the games that popularized the Real-Time Strategy genre (alongside Warcraft and a couple others), Command & Conquer was based around you playing an army that slowly built up units and bases from small beginnings, gathering your forces against a rival foe. There's actually a PLOT behind this, too, as the heroes (the Global Defense Initiative) have to fight the Brotherhood of Nod over a type of Unobtanium named "Tiberium". They even have cutscenes and junk, too! The series has spawned about nine billion sequels, and the Wikipedia page is roughly the length of the appendices to J.R.R. Tolkien's work, so you'll excuse me if I don't go into too much detail about the overall plot and the games themselves, as I've never even seen them played.

KANE
Role:
Dark Messiah
PL 6 (106)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 6

Skills:
Deception 4 (+10)
Expertise (Military) 11 (+15)
Expertise (Oratory) 8 (+14)
Insight 4 (+8)
Intimidation 2 (+8)
Perception 2 (+6)
Technology 3 (+7)

Advantages:
Benefit 5 (Dictator), Ranged Attack 3, Ultimate Oratory Skill

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +4, Fortitude +6, Will +8

Complications:
Motivation (Changing the World)- Kane believes that Tiberium has started a new era of man, and refuses to see any of it taken away. Where it appears, he follows.

Total: Abilities: 68 / Skills: 36--18 / Advantages: 9 / Powers: 0 / Defenses: 11 (106)

-Kane leads the Brotherhood of Nod, a goofily-named terrorist army of Tiberium-sucking psychopaths. He's also a religious nutjob who claims to be the Biblical Cain, and may in fact be an alien who is thousands of years old. In the first game, he takes over giving you orders after his subordinate, threatened by your rising reputation, gives you a suicide mission- Kane executes the man and takes charge. The series cannot seem to live without him- his repeated deaths have been undone, and he returns time and again to threaten the GDI- comic book fans will no doubt recognize the tendency of mega-villains to reappear again and again. Because of the various myths attributed to Kane in-game, he could have Immortality or Immunity (Aging).

CAPTAIN N- THE GAME MASTER:

-This show was a big favorite of my friends and I back in the day, but remains one of the few '80s shows I've never seen so much as a clip of since my childhood. I recall seeing copies of it at HMV once or twice... but I could never justify the purchase. Maybe because I bought The Adventures of Super Mario Bros. 3 and found it to be an abomination to modern eyes- I didn't want to see just how MUCH it failed to hold up.
-The story is pretty simple: ordinary lad Kevin Keene (Stan Lee would be PROUD of that alliteration!) is playing Nintendo, when a Cosmic Whatever happens and drags him into Videoland, alongside his dog. Here, he meets a snotty, pushy Princess and a band of Nintendo characters (such as Pit/Kid Icarus and Mega Man). The Big Bad is Metroid's Mother Brain, her henchmen are Punch-Out's King Hippo and Kid Icarus' Eggplant Wizard of all people. Kevin and the Princess naturally have a love/hate thing going on, where they bicker constantly but are probably totes in love.
-The inaccuracies to the actual video games are numerous and honestly more iconic than the show itself (NEVER a good sign...). First off, Mega Man is FREAKING GREEN. When anyone with a color TV could have told you that he was BLUE. Then there's Pit, or as the show calls him, "Kid Icarus". And Simon Belmont appears, but as a smiling douchebag who dresses like a bomber pilot from the 1940s. So while the show is this obvious attempt at advertising Nintendo games (they frequently go to "Worlds" based off of games the company wanted to push), there's also this huge element of "They Just Didn't Care" going on.
-The show did well enough to earn a third season, but NBC cancelled their entire cartoon line after this- famously, Saturday Morning Cartoons became less and less of a thing (in NBC's case, Saved By The Bell was basically the death knell).

CAPTAIN N (Kevin Keene)
Role:
Ordinary Kid Hero
PL 10 (140)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 5 (+7)
Deception 4 (+6)
Expertise (Video Games) 12 (+12)
Insight 2 (+3)
Perception 4 (+5)
Persuasion 3 (+5)
Ranged Combat (Zapper) 4 (+10)

Advantages:
Improved Aim, Improved Critical (Zapper), Ranged Attack 2, Ultimate Video Game Skill

Powers:
"Zapper" (Flaws: Easily Removable) [12]
"Freeze Setting" Snare 6 (18) -- (19 points)
AE: Blast 6 (12)

"Power Pad" (Flaws: Removable) [50]
"Start Button" Affliction 10 (Speed Rank; Dazed, Hindered & Vulnerable/Defenseless, Stunned & Prone/Paralyzed) (Extras: Area- 60ft. Burst +2, Extra Condition +2, Selective) (Flaws: Fades) Linked to Move Object 10 (Flaws: Limited to Remaining Stationary) (60) -- (62 points)
AE: "A or B" Leaping 2 (30 feet) (2)
AE: "Left or Right" Speed 2 (8 mph) (2)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Zapper +10 (+6 Range Damage, DC 21)
Pause Button +10 Area (+10 Affliction, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +4, Fortitude +5, Will +6
"Pause Button" Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +4, Fortitude +5, Will +6

Complications:
Relationship (Princess Lana)- They argue a lot, which in TV terms means they're in love.
Power Loss (Weapons)- Kevin's weapons will power down after all of the buttons have gone blank.

Total: Abilities: 44 / Skills: 34--17 / Advantages: 5 / Powers: 62 / Defenses: 12 (140)

-Kevin is a PL 8 Blaster with a Pause Button that I figure for a high-end Paralyze Affliction.

COMIX ZONE:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1995
Developer: Sega Technical Institute

-Comix Zone is one of the final games of the Sega Genesis to receive any kind of a "push"- all I remember is watching my friend play a pretty simple, side-view Beat 'Em Up, with the added quirk that you were playing through an actual comic book, literally jumping around and tearing through panel borders. You play Sketch Turner, an Indie Rocker/Artist who gets truck by lightning while working on his latest creation, and he becomes transported inside of it. From there, he has to Take On Me his way out, along with a girl he meets in that world. The game was a huge hit, but had little overall impact- the Saturn was right around the corner.

SKETCH TURNER
Role:
Ordinary Kid Hero
PL 8 (110)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 8 (+11)
Close Combat (Unarmed) 1 (+13)
Deception 2 (+5)
Expertise (Art) 8 (+8)
Expertise (Rock Musician) 5 (+8)
Insight 2 (+4)
Perception 4 (+6)

Advantages:
Improved Critical (Unarmed), Improved Defense, Improved Trip, Minion 1 (Roadkill- Rat), Takedown 2

Powers:
"Controls the Fourth Wall"
"Paper Planes" Blast 6 (Feats: Accurate 3) (Flaws: Side-Effect- Damage) [9]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Paper Planes +10 (+6 Ranged Damage, DC 21)
Initiative +5

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

Complications:
Enemy (Mortus)- Mortus wishes to escape the comic book's pages and become the ruler of the real world.

Total: Abilities: 66 / Skills: 30--15 / Advantages: 6 / Powers: 9 / Defenses: 14 (110)

-"Sketch" has to fight against his own creations, and is a typical Beat 'Em Up Hero. His only really unique thing is the ability to grab "background material" and form it into deadly paper planes.

"BARF!"
-Bad guys, upon being defeated


RIVER CITY RANSOM:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1989
Developer: Technos

-River City Ransom is another one of the early Beat 'Em Ups, using a much more cartoony art style. It's your standard "Rescue the Girl" story, with Alex & Ryan fighting the gangs of rival schools in order to rescue Ryna's girlfriend from the villainous Slick. There's actually some RPG elements thrown in, however, with you upgrading your moves and having options, "sandbox-style", to explore wherever you want non-linearly. Despite its popularity, I'd never heard of this game until I was an adult- it had nowhere near the impact of Double Dragon or Final Fight- turns out that while it was wildly successful in Japan (seeing seven games coming out for the Famicom), it was a slow-seller in North America, becoming a "cult classic" instead. I remember Alex Lucard of the online version of Diehard Gamefan (a reviewer with some good turns of phrase, but a tendency to hate popular things and like only weird "Doom Patrol Fanbase" games) going on and on about it in a review that trashed a Game Boy Advance update.

ALEX & RYAN
Role:
High School Battlers
PL 8 (101)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 8 (+11)
Close Combat (Unarmed) 1 (+13)
Deception 2 (+5)
Insight 2 (+4)
Perception 3 (+5)
Ranged Combat 4 (+10)

Advantages:
Accurate Attack, Fast Grab, Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip, Improvised Weapon, Move-By Action, Power Attack, Set-Up, Takedown 2, Teamwork

Powers:
"Stone Hands/Dragon Feet" Strength-Damage +2 (Inaccurate -1) [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Stone Hands/Dragon Feet +11 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +6

Complications:
Enemy (Rival Gangs)- The Generic Guys, The Internationals, The Squids and others all oppose our heroes.

Total: Abilities: 66 / Skills: 20--10 / Advantages: 13 / Powers: 1 / Defenses: 11 (101)

-Alex & Ryan are great brawlers that can handle High School gang members. Over the course of the game, you learn a few "triple-hit" techniques, an acrobatic flip move (Move-By Action), and throwing a guy (the "Javelin Man" technique), all of which are reflected in the overall style.

THE SIMPSONS:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1991
Developer: Konami

-This game holds a special place in my heart- in my childhood, at the absolute PEAK of my juvenile Simpsons obsession (my mother wouldn't let us watch it, so I had to find a trailer trash friend whose parents didn't care WHAT he saw, and watch it with HIM!), I saw this beautiful, hideous arcade game at what was probably a Chuck E. Cheese's (which would had to have been in Calgary, because Red Deer never had one). Made by the illustrious Konami, this was a simple cash-grab at one of the hottest products on TV at the time, but was surprisingly well-made, going with the standard Beat 'Em Up format, and having the four primary Simpson family members set out to rescue Maggie from the evil Mr. Burns. I was FASCINATED by this thing, and I recall watching someone actually finish the thing- one of the few times I'd ever seen someone actually get all the way to the end of a video game before. Having seen it played more recently, it's clear the graphics are hideous and the noises are abhorrent, but for a time, this was a Holy Grail of Gaming to me. It's ridiculously dated to the earliest season of the show, however- Bart has a BLUE shirt, the enemies are mostly generic nothings (the show hadn't added enough characters to make proper villains yet), Barney has blond hair, and characters like Bleeding Gums Murphy and the Dancing Girls are prominent. I actually don't recall if I ever played the game, oddly enough.
-Simpsons-related video games have been... iffy... in the past. A few were amusing, but for the most part they were often much too hard, very ugly, and focus a lot of Mini-Games versus any kind of consistent effort. Virtual Bart was kind of a mess (you could play a Dinosaur Bart, among other things). But Bart vs. The World was one I watched played at my friend Paul's house for a birthday party- after he'd moved away from his house down the street from mine, I hung out with him and his new school friends, watching this ugly little game with some slapstick humor... and maybe it was our ages at the time, but the Itchy & Scratchy level, which consists of the two just assaulting you with hammers, made us ROAR with laughter, in the way that only young kids who love violent slapstick can laugh at something.
-These builds basically take my old Simpsons builds and modify them with an upgrade to Beat 'Em Up Fighter status, though I reduce it to PL 7. Bart, Lisa & Marge use weapons, while unarmed Homer is the strongest and toughest. They can beat up the various Goons Smithers & Burns send against them, but the plutonium-powered Robot Suit Mr. Burns wears would probably make him a lethal adversary.

(The friends are out bowling, and Lenny & Carl immediately write their names as POO and ASS)
Lenny: "Hey, Homer! What dirty nickname do you want?"
Homer: "Are POO and ASS taken?"

"To alcohol! The cause of- and solution to- ALL of life's problems!"

HOMER JAY SIMPSON
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Dan Castellaneta
Role: The Boorish Dad, Jerk-Ass, The Alcoholic, The Dumbass
PL 7 (131)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE 0

Skills:
Acrobatics 3 (+2)
Close Combat (Unarmed) 2 (+10)
Deception 5 (+5)
Expertise (Nuclear Safety Inspector) 1 (-1)
Expertise (Account Executive) 1 (-1)
Expertise (Acting) 1 (+1)
Expertise (Singing) 10 (+10) -- Flaws: Limited to Barbershop or While Lying Down
Expertise (Soldier) 1 (-1)
Expertise (Agent) 5 (+3)
Expertise (Astronaut) 1 (-1)
Expertise (Asking Man at Product Demonstrations) 1 (-1)
Expertise (Attack Dog Trainer) 1 (-1)
Expertise (Baby Proofer) 1 (-1)
Expertise (Bartender) 1 (-1)
Expertise (Beef Jerky Maker) 1 (-1)
Expertise (Blackjack Dealer) 1 (-1)
Expertise (Bodyguard) 1 (-1)
Expertise (Bootlegger/Smuggler) 8 (+6)
Expertise (Bowling) 5 (+5) -- Uses Dexterity
Expertise (Bounty Hunter) 1 (-1)
Expertise (Butler) 1 (-1)
Expertise (Candle Maker) 1 (-1)
Expertise (Art) 2 (+0)
Expertise (Carny) 1 (-1)
Expertise (Chauffer) 1 (-1)
Expertise (Child Caretaker) 1 (-1)
Expertise (Chief of Police) 1 (-1)
Expertise (Little League Coach) 1 (-1)
Expertise (Cook) 1 (-1)
Expertise (Con Artist/Grifter) 1 (-1)
Expertise (Convenience Store Clerk) 1 (-1)
Expertise (Curling) 8 (+8) -- Uses Dexterity
Expertise (Salesman- Love Tonic, Knives, Springs & Sugar) 3 (+2)
Expertise (Deacon) 1 (-1)
Expertise (Farmer) 1 (-1)
Expertise (Film Critic) 1 (-1)
Expertise (Film Producer) 1 (-1)
Expertise (Fireman) 1 (-1)
Expertise (Fishing) 1 (-1)
Expertise (Food Critic) 1 (-1)
Expertise (Foot Locker) 1 (-1)
Expertise (Fortune Cookie Writer) 1 (-1)
Expertise (Business) 1 (-1)
Expertise (Garbage Commissioner) 1 (-1)
Expertise (Grease Collector) 1 (-1)
Expertise (Prison Guard) 1 (-1)
Expertise (Hairdresser) 1 (-1)
Expertise (Internet Service Provider) 1 (-1)
Expertise (Mall Santa) 1 (-1)
Expertise (Marriage Counselor) 1 (-1)
Expertise (Mattresses) 1 (-1)
Expertise (Manure) 1 (-1)
Expertise (Mayor) 1 (-1)
Expertise (Mini-Golf) 1 (-1)
Expertise (Music) 8 (+7)
Expertise (Religion) 1 (-1)
Expertise (Monorail Conductor) 1 (-1)
Expertise (Mob Boss) 1 (-1)
Expertise (Mountain Climber) 1 (-1)
Expertise (Naval Officer) 1 (-1)
Expertise (Oil Rigs) 1 (-1)
Expertise (Football Team Owner) 1 (-1)
Expertise (Quiz Master) 1 (-1)
Expertise (Public Speaker/Spokesperson) 1 (+0)
Expertise (Paparazzo) 1 (-1)
Expertise (Personal Assistant) 1 (-1)
Expertise (Roadie) 1 (-1)
Expertise (Referee) 1 (-1)
Expertise (Rollercoasters) 1 (-1)
Expertise (Sanitation Commissioner) 1 (-1)
Expertise (Plows) 4 (+3)
Expertise (Silhouette Model) 1 (-1)
Expertise (Sprawl-Mart Greeter) 1 (-1)
Expertise (Talk Show Host) 1 (+1)
Expertise (TV Producer) 1 (-1)
Expertise (Telemarketer) 1 (-1)
Expertise (Town Crier) 1 (+1)
Expertise (Union Leader) 1 (-1)
Expertise (Computers) 1 (-1)
Expertise (Writer) 1 (-1)
Intimidation 3 (+2)
Persuasion 4 (+3)
Technology 1 (-1)

Advantages:
"Why You Little...!" Fast Grab, Improved Critical (Unarmed), Inventor, Ranged Attack 8, Teamwork

Powers:
"Homer Simpson Syndrome"
Regeneration 2 [2]
Enhanced Advantages 1: Ultimate Toughness Save [1]

"Almighty Fatass"
"Wall of Fat" Protection 3 (Last 2 Ranks Limited to Shots to the Stomach) [2]
Immunity 1 (Overeating) [1]
Quickness 2 (Flaws: Limited to Eating) [1]

"Hyper-Polyglot" Comprehend 2 (Speak & Understand Languages) (Flaws: Must Hear Them For a While First) [2]

"Simpson Family Team-Up Power" Damage 7 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Area Traveled, Source- Other Simpson Family Member) [4]

Offense:
Unarmed +10 (+3 Damage, DC 18)
Simpson Family Team-Up Power +7 Area (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +3 (+4 Fat, +6 Shots to the Stomach) , Fortitude +4, Will +4

Complications:
Relationship (Marge Simpson, Wife)- Homer gladly takes his wife for granted, often being careless with her feelings. However, he considers her the most important person in his life, and quickly comes to horribly regret anything he does that upsets or hurts her. No matter how attractive (or perfect) a woman is, and while he will openly-drool over any of them, he is unable to leave Marge for any of them- he distinctly remembers her as the first woman in his life who didn't leave or reject him.
Relationship (Lisa- Daughter)- Homer finds Lisa annoying, preachy and a know-it-all. However, he is also in awe of her genius, and often does things he hates just to spend time with her.
Relationship (Maggie- Daughter)- Though Homer is prone to forgetting she exists, he took his hated job at the Power Plant back just so that he could support her. "Do It For Her" is the memo on the plaque at his workstation. He once gave up the promise of wealth to ensure that she kept her new teddy bear.
Relationship (Bart- Son)- Homer & "The Boy" have a great deal in common (love of sloth, greed and gluttony, for three), but are often at odds due to Bart's open disrespect for his father, and love of pranking Homer. Homer frequently strangles his son in an violent rage, though Bart usually deserves this "horrible act of child abuse". When they see eye-to-eye, they become gleeful partners in crime (such as Homer's bootlegging operation, or when Bart was impressed at how Homer lied and cheated his way through a fight with Bart's Big Brother).
Relationship (Friends)- Homer is close with his Bartender Moe, and the barflies Barney, Lenny & Carl (and to a lesser extent the other ones, including the guy who calls him Bill). Of those, Barney is probably his closest friend, since Moe often tries to murder him.
Relationship (Abe & Mona Simpson- Parents)- Homer was often neglected and disrespected by his father, and now finds him to be a dreadful bore and a pain to be around, and so frequently disrespects, neglects or antagonizes him. Despite their differences (and mutual dislike), the two have often become partners in crime, and learned to enjoy each others' company. By contrast, Homer misses his mother desperately, though is often hurt by how she's chosen to live her life apart from him.
---
Rivalry (Stupid Sexy Flanders)- Homer feels lessened due to Flanders' comparative wealth, well-behaved family, nice things, and good manners. As a result, Homer frequently disrespects Ned, borrows and then keeps Ned's things, insults him, and speaks negatively of him to others. Despite this, he is still willing to give Ned (mostly) terrible advice, and sometimes considers Ned his best friend.
Relationship (Mister Burns)- Homer fears his malevolent boss greatly, but often ends up helping him with whatever Burns' current problem is. Despite all this, Burns never seems to know his name.
Prejudice (Fat & Bald)- Homer feels disrespected due to his obesity and lack of hair. When he grows some hair, he becomes more popular at work- when the hair goes away, he is immediately disrespected.
Motivation ("That's the kind of guy I am this week!")- Homer is prone to random flights of fancy, and grows obsessed with a new idea or position quickly. He will act as if this is his life's dream, but consistently get bored of (or fail at) whatever his new job is.
---
Hatred (Gay Men)- Homer's greatest fear is that Bart will become a homosexual- he takes Bart to a manly steel mill to get him to be manlier (this backfires spectacularly), won't let him hang out with a gay man, and flew into a psychotic rage when Bart lied about having an attraction to Milhouse. Eventually, he gets over this, and even has gay roommates after a fight with Marge.
Addiction (Alcohol)- Oh, is it EVER. He's not bad as Barney, but is worse than Lenny or Carl, both lushes in their own right.
Addiction (Food)- Homer is arguably the most gluttonous person in Springfield. He has been known to sleep-eat, and believes that Donuts can do anything. There is not an All-You-Can-Eat restaurant in town that will allow him through their doors. The only way Lisa was able to get him to toss aside a poisoned pastry was to convince him that it was "Low Fat!"- he screamed in horror and threw it away, where it exploded.
Responsibility (Stupid & Forgetful)- Homer is dumb even by the standards of stupid people. This is due to either his Simpson genes, or having stuck a crayon into his brain when he was a child- both are canon. He has been known to forget the existence of his youngest daughter, the names of his best friends ("THAT's Lenny? Awwww, I wanted the BLACK one..."), what the number to "9-1-1" is, how to spell "smart", and more.
Responsibility (Accident-Prone)- Homer has driven his car into a chestnut tree while absent-mindedly singing about how great he is, and has destroyed nearly everything in his (and Flanders') home at least once. He has nearly destroyed Springfield several times (often just while SAFETY INSPECTOR of the Springfield Nuclear Power Plant).
Responsibility (Temper)- Homer is prone to violent rages, particularly against "The Boy". He even once punched out his boss after one too many insults.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 24 / Skills: 134--67 / Advantages: 12 / Powers: 13 / Defenses: 15 (131)

-While Bart was initially the most-popular character of The Simpsons, especially amongst the young male audience, the stupid, buffoonish Homer would quickly outpace him after a few seasons, largely as his stupidity grew, and Dan Castelanetta slowly altered the voice (unintentionally) away from the slow Walter Matthau impression. Homer was actually rather normal, though still stupid, at first, and often wanted his family to improve their behavior (a trait later picked up by Marge). Eventually, the writers would write increasingly-dumb moments for him (largely for the sake of a gag), and he became the iconic Bumbling Father, a character that soon became so iconic that male activists would point out that this was now actively making men look stupid in the media, while treating women as the smarter gender- in effect, discriminating in the OPPOSITE direction.
-But in any case, Homer was made a dope because it was funny, and soon he would dominate the show. A common recurring gag was his endless series of obsessions and jobs (one writer gave him an obsession with Thomas Edison when he realized that he himself would annoy the crap out of his friends with whatever his latest "project" or obsession was, and projected it onto Homer), and the wacky mayhem that would ensue. He & Marge would have many challenges to their marriage, and looks into their past, giving the show some of its sweetest moments (particularly in the one featuring their High School introduction and Prom).
-Homer is a bit hopeless in a fight (though has noticeably great durability, owing to a rare condition called Homer Simpson Syndrome that gives him an extra-protective layer around his brain), at one point being unable to physically hurt a FLY that flew into the path of his punch, but has, throughout the course of his life, amassed just enough ability in about seventy different skills to do them all badly (I COULD HAVE just given him "Beginner's Luck" or "Jack-Of-All-Trades", but then I wouldn't have been able to list every one of them in his build, so you can see why that was unacceptable :)). Homer is brutally physically-unfit (with no cardio, but oddly-good acrobatic skills from his time as Dancin' Homer), stupid, unwise and more, and even his relatively-high Deception can often fail him ("Hello, I am Mister Burns, and I would like to make a withdrawal!" "Okay Mister Burns, what's your last name?" "I DON'T KNOW...") owing to his own bone-headery and lack of foresight.

BART SIMPSON (Bartholomew JoJo Simpson, aka El Barto, The Boy, Bartman)
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Nancy Cartwright
Role: Problem Child, The Prankster, Icon of the Early '90s
PL 7 (91)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 2

Skills:
Athletics 5 (+4)
Deception 6 (+8)
Expertise (Singing & Dancing) 5 (+6)
Expertise (News Reporter) 4 (+4)
Expertise (Juvenile Delinquency) 8 (+8)

Advantages:
Beginner's Luck, Equipment (Skateboard+1), Improved Critical (Skateboard), Jack-Of-All-Trades, Ranged Attack 6, Teamwork

Powers:
"Polyglot" Comprehend 2 (Speak to & Understand Languages) (Flaws: Must Hear Them Spoken For a Short While) [2]
"Simpson Family Team-Up Power" Damage 7 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Area Traveled, Source- Other Simpson Family Member) [4]

Offense:
Unarmed +12 (+1 Damage, DC 16)
Skateboard +12 (+2 Damage, DC 17)
Simpson Family Team-Up Power +7 Area (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +2, Fortitude +3, Will +4

Complications:
Reputation (Troublemaker)- Deemed "Not College Material" in Preschool after adding an extra clap to "B-I-N-G-O", Bart learned from an early age that the best way to get noticed and be happy was to prank others. He's an underachiever ("and he seems to be PROUD of it"), and generally will immediately rebel from any authority figures put in front of them, no matter who they are.
Rivalry (All Authority Figures)- The police, the teachers, the Principal (ESPECIALLY the Principal), Bart openly disrespects them all.
Relationship (Homer Simpson- Father)- Bart has very little respect for his father, except for the times when "Homer" (as he calls him) lies or cheats. Despite many similiarities (and Homer's attempts to connect), Bart sees him as yet another dull authority figure.
Relationship (Marge Simpson- Mother)- Bart seems okay with his mother, but is frequently embarassed by her attention and seeks to avoid discipline from her as well. Despite this, when she finds out that he shoplifted from a store, and thus started to ignore him rather than dote on him, he took it even harder than she did, and craved her adulation.
Relationship (Lisa Simpson- Sister)- Bart & Lisa are fairly close in age, and thus tremendous rivals who continuously fight and vie for their parents' attention. They can be utterly cruel to each other ("Is My Brother Dumber Than a Hamster?") as only siblings can, but ultimately will come to each other's defense- Bart has protected Lisa from bullies, tried to raise her spirits ("as your brother, this is the hardest thing I've ever had to say: You're NOT ugly"), and the two refused to engage in the blood sport of hockey when pitted against each other by the community.
Relationship (Milhouse & the Others)- Bart's best pal is Milhouse, though he openly disrespects his loser-y friend. Nelson started off as a bully, but they eventually found common ground and hang out, despite the occasional beating. Various other boys are part of Bart's circle, but not close.
Enemy (Sideshow Bob)- Bart helped reveal to the world that Bob had framed Krusty for robbery, and Bob has sworn vengeance upon the boy as a result. On SEVERAL occasions, Bob has escaped or been released from prision, and either tried to murder Bart, or engaged in some other horrible crime while Bart was close by. They've done this song and dance over a dozen times by now.
Relationship (Krusty the Clown)- Bart has no respect for his father, but worships a Clown that looks just like him. Bart could initially see no wrong in the bored, defeated entertainer, and even now runs to his defense.
Relationship (The Girl of the Week)- Bart is prone to falling in love with girls very quickly, often leading him down troubled paths as he attempts to either change to make the girl like him more, or to commit worse felonies when the girls turns out to be even nastier than HE is (like Jessica Lovejoy, whom he was attracted to because "she's smart, beautiful and a liar").
Responsibility (Animals)- Though not a bleeding-heart vegetarian like Lisa, Bart frequently takes animals under his care, feels terrible for accidentally killing a bird ("you even compensated for the crooked sight!"), and is devoted to his dog Santa's Little Helper.
Disabled (Child)- Children are very short, have tiny arms, and aren't as fast as adults. They can never Intimidate an adult without a weapon, no matter their Presence, and are very lightweight, making them easy to pick up.
Disabled (Allergies)- Bart is allergic to butterscotch, imitation butterscotch, glow-in-the-dark monster make-up, and shrimp.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 48 / Skills: 28--14 / Advantages: 10 / Powers: 6 / Defenses: 12 (91)

-Words cannot DESCRIBE the worship boys my age had towards Bart Simpson, circa 1989. With cool catchphrases, and a willingness to swear at adults, Bart was our freaking HERO. I mean, who says "I'm ________, who the Hell are you?" to adults? He was like the rebellious bad-ass kid we all wanted to be, and that's a huge part of what set off the massive wave of Simpson popularity (and cheap knock-off merchandise) when the show first came out. Hell, a massive portion of the early episodes were about Bart at the expense of all the other characters, and this was when the show followed a more direct, focused route in each episode, rather than the "First 10 minutes doesn't matter; tons of whacky gags abound" stuff- episodes about Bart's being bullied by Nelson, failing his classes and needed to take a make-up test, fooling his teacher into falling in love with Gordie Howe, etc.- he was EVERYWHERE. Time Magazine even named him one of the most influential figures of the 20th Century- the only fictional character to make the list.
-Bart eventually had his role reduced a bit, but was generally always #2 in the show even when Homer became more focused-on. His rebellious nature and his ability to be manipulated by fads and the actions of others make him perfect for a lot of stuff, and Nancy Cartwright's iconic delivery of his lines is still some of the better work in voice acting. He's been likened to a modern incarnation of Tom & Huck, as well as the American Founding Fathers and Punk rockers, all thanks to his nihilistic, anti-authoritarian nature. Being only a child, he's not much of a fighter (and bullying children can make short work of him), but he displays frightening accuracy with firearms (such as a Grenade Launcher, accurately hitting Principal Skinner's car from miles away)- owing to his time in American Public School.
-And despite being a child, Bart has pretty good Charisma, often making him a natural leader amongst other children (like at Kamp Krusty), and even adults are often taking in by his lies. He'd have Shrinking, except I no longer feel the need to give that to children- I just lower there stats and let that be that, since futzing with all their stats and the enhanced Defenses is annoying. Children are a bit tricky to stat, as you lower their Abilities too much and they end up weaker than small animals, but it seems unlikely that they'd be high enough to potentially threaten an adult.

MARGE SIMPSON (Marjorie Jacqueline Simpson, nee Bouvier)
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Julie Kavner
Role: The Mom, The Sensible One, Bored Housewife
PL 7 (104)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+4)
Deception 3 (+5)
Expertise (Housewife- Cooking & Cleaning) 6 (+8)
Expertise (Police Officer) 3 (+5)
Expertise (Anti-Violence Activist) 2 (+4)
Expertise (Pretzels) 3 (+5)
Expertise (Real Estate) 3 (+5)
Expertise (Painter) 3 (+5)
Expertise (Power Plant Employee) 2 (+4)
Expertise (Erotic Baker) 2 (+4)
Expertise (Writer) 2 (+4)
Expertise (Teacher) 2 (+4)
Expertise (Gym Owner) 3 (+5)
Expertise (Waitress) 2 (+4)
Expertise (Worker at La Maison Derriere) 2 (+4)
Expertise (Weathergirl) 3 (+5)
Insight 1 (+4)
Perception 2 (+5)
Vehicles 2 (+2)

Advantages:
Benefit (Ambidexterity), Equipment (Vacuum Cleaner +1), Fast Grab, Improved Critical (Vacuum Cleaner), Ranged Attack 8, Teamwork

Powers:
"Beehive" Features 1: May Keep Objects in Hair [1]
"Simpson Family Team-Up Power" Damage 7 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Area Traveled, Source- Other Simpson Family Member) [4]

Offense:
Unarmed +11 (+2 Damage, DC 17)
Vacuum Cleaner +11 (+3 Damage, DC 18)
Simpson Family Team-Up Power +7 Area (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2, Fortitude +3, Will +6

Complications:
Relationship (Homer- Husband)- Marge truly loves Homer, in part because he needs her so desperately. But the man is also horribly lazy, annoying, rude and out-of-shape, often leaving Marge wondering what she ever saw of him in the first place. She usually ends up having to act as disciplinarian to HIM as well as her own children. Despite this, she is MUCH more jealous than Homer is regarding the opposite sex.
Relationship (Bart- Son)- Marge is probably the only person in town with a positive impression of her "Special Little Guy"- despite his nature as a hellraiser. She often has difficulty defending him to others, and is the only person who can bring him out of his more destructive episodes.
Relationship (Lisa & Maggie- Daughters)- Marge dotes on her other two children as well, and is one of the few adults that Lisa respects.
Relationship (Patty & Selma- Sisters)- Marge is the only one in town who likes her sisters, though they always disrespect her husband.
Reputation (Wet Blanket)- Marge is well-known to be pretty risk-averse and moralistic, making her a bit dull to be around.
Secret (Dyes Her Hair)- Marge has been "grey as a mule" since she was seventeen, and uses Blue Dye #56 to turn it back to its natural blue colour.
Motivation (Being Taken Seriously)- Marge often wants to belong, going out of her way to try and impress others (even if they're snooty rich women). Her nature as a simple housewife often leaves her unfulfilled.
Addiction (Gambling)- Homer and her family were desperate to save Marge from the Neon Claws of GAMBLOR.
Phobia (Flying)- When Marge discovered that her father was a male flight attendant, she built up a fear of flying (added to by various other traumatic incidences).
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 50 / Skills: 50--25 / Advantages: 13 / Powers: 5 / Defenses: 11 (104)

-The "Wife" character in fiction can be a tricky one- it's the default of most male writers to make them the un-fun "Wet Blanket" character, which often results in them being a bit of a boring character type. The alternative generally turns that aspect to it's most violent, making them a harpy-esque, nasty "Mean Wife" character- most adult cartoons and sitcoms end up going this route at some point, while most children's toons go with the earlier. So The Simpsons is actually pretty rare in that they made an ENTERTAINING Wet Blanket, frequently giving Marge new things to do and new fads to "Mmmmmm" over disapprovingly. With a husband like Homer and a son like Bart, she can't help but come across as the sensible one, but making her go censorship crazy over cartoons & Video Games, a hypocrit at times, and giving her the occasional fad (like the time she became a roid-using Female Bodybuilder) actually makes her a pretty fun type of character when she COULD have been exceptionally dull, like the moms in most comic strips.
-Marge's attractiveness can vary heavily- she's rather Olive Oyl-y in most shots, but she gains a different body type out of her trademark outfit, much like Ned Flanders & Groundskeeper Willie, only gaining killer hips and boobs instead of big muscles- her Playboy photo shoot and the few times she wears a bikini pretty much showcase this. She isn't considered a sexpot by most of the town (except for that time she was accidentally given enormous breast implants), though both Nelson & Milhouse express an attraction to her, as does Moe.
-A rather competent women with many different jobs over the years, Marge is a bit pricey. She's also shown unusual strength at various times (like her ability to lift even HOMER off the ground), as well as more Willpower than the typical Simpson.

Lisa: "We're the MTV generation- we experience neither highs NOR lows!"
Homer: "REALLY? What's it like?"
Lisa: *shrugs* "EHH..."

LISA SIMPSON (Lisa Marie Simpson)
First Appearance:
"The Tracey Ullman Show" (1987)
Played By: Yeardley Smith
Role: Child Genius, The Activist
PL 7 (100)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Singing & Dancing) 6 (+7)
Expertise (News Reporter) 2 (+3)
Expertise (Bleeding-Heart Liberal) 9 (+12)
Expertise (Science) 3 (+6)
Expertise (Jazzwoman) 4 (+5)
Insight 2 (+5)
Perception 1 (+4)
Technology 2 (+5)
Treatment 2 (+5)
"I Got It..." Vehicles 2 (+2)

Advantages:
Beginner's Luck, Equipment (Jump Rope +1), Improved Critical (Jump Rope), Jack-Of-All-Trades, Ranged Attack 9, Teamwork

Powers:
"Simpson Family Team-Up Power" Damage 7 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Area Traveled, Source- Other Simpson Family Member) [4]

Offense:
Unarmed +12 (+1 Damage, DC 16)
Simpson Family Team-Up Power +7 Area (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +2, Fortitude +3, Will +7

Complications:
Reputation (Activist Outsider)- People are prone to getting tired of being around Lisa when she gets all preachy, and her brainy nature has left her with few close friends.
Relationship (Homer Simpson- Father)- Lisa is frequently disgusted and embarassed with her "baboon" of a father, and often yells at him. Despite this, she appreciates the effort he puts into being with her, and usually ends up apologizing for yelling at him.
Relationship (Marge Simpson- Mother)- Marge is about the only person Lisa REALLY gets along with.
Relationship (Bart Simpson- Brother)- Bart & Lisa are fairly close in age, and thus tremendous rivals who continuously fight and vie for their parents' attention. They can be utterly cruel to each other ("Is My Brother Dumber Than a Hamster?") as only siblings can, but ultimately will come to each other's defense- Bart has protected Lisa from bullies, tried to raise her spirits, and the two refused to engage in the blood sport of hockey when pitted against each other by the community. Lisa, for her part, has had to come to Bart's aid while he saves Krusty the Clown, defends himself against Sideshow Bob, and more.
---
Relationship (Milhouse)- Milhouse has a nerdy crush on Lisa, which is a constant source of embarassment for her.
Relationship (The Boy Of The Week)- Lisa gets crushes easily, especially on bad boys (Nelson) or activists (most of the others).
Responsibility (Vegetarian/Activist)- Lisa will not eat meat (after imagining a sequence of all the animals that go into meat products, like the raccoon that goes into a hot dog), and is a strident activist for all the usual "lefty" causes.
Disabled (Child)- Children are very short, have tiny arms, and aren't as fast as adults. They can never Intimidate an adult without a weapon, no matter their Presence, and are very lightweight, making them easy to pick up.
Responsibility (Integrity)- Lisa is unwilling to profit off of evil actions, and has even turned down money from Mister Burns, because he got it with his evil "Omni-Net" idea.
Responsibility (Genius)- Lisa greatly enjoys being superior to others, and loses her cool when a rival shows up who is better at everything. When the school staff goes on strike, she goes on a kind of "School Withdrawal", and needs her mother to write an "A" on a piece of paper, so she stops freaking out.
Rivalry (Shelbyville)- Shelbyville & Springfield are arch-rivals, with counterparts to many Springfieldianites in this town of dishonest people.

Total: Abilities: 52 / Skills: 38--19 / Advantages: 13 / Powers: 4 / Defenses: 12 (100)

-Lisa Simpson was initially another bratty kid (watch the early episodes, when she often helps Bart with his mayhem), until the writers touched on making her the "Brains" of the family, as well as a bit melancholic and dissatisfied with the way the world was (James L. Brooks was central to this- giving her a "sad" episode to counteract all the whacky antics seen thus far)- Soon, she came to reflect the writers' viewpoints on various subjects (copying George Meyer's Buddhism and Vegetarianism... there's a hilarious bit on the commentary when Meyer goes into a rant about how "this is EXACTLY what makes people Vegetarians! You just keep picturing all of this!" when Lisa imagines all of the animals that die for her food, and then Matt Groening starts shouting that "He's like this ALL THE TIME at work!").
-However, while the writers clearly share Lisa's view, they're usually quite careful to make it less preachy, but ensuring that we all saw how ANNOYING she could be, and also how intolerant she was of the beliefs of others- when she became a vegetarian, she immediately started ranting and raving, ruining her dad's barbeque, etc. There was also the time she went on a rant about "that's right- a GIRL on the football team!" only to have it revealed that there WERE girls on the team already. Lisa was taken aback, then changed gears to rant about the football being made from "The skin of an INNOCENT PIG!" When it's revealed that the balls are now synthetic, Lisa, now frustrated at her activism being for naught, just starts to cry and runs away.

TUROK- DINOSAUR HUNTER:
Game Type: First-Person Shooter
Release Date: 1997
Developer: Iguana Entertainment

-Turok, despite seemingly being the embodiment of anything little boys could ever like (using a bow & arrow to hunt DINOSAURS?), never appealed to me. Maybe it's because I'd never heard of it until it was announced as an N64 semi-launch title. Or that I had already decided to favor the PlayStation. Or just my dislike of FPS games. Turok was actually created by Valiant Comics, but the license went over to Acclaim, who bought the roster of characters (in order to create a new function as a licenser of characters- they bought Iguana Entertainment to make games that they would then publish). The reviews were glowing with praise, though most pretty much admitted that the game was a straight-up "Doom Clone" with slightly different trappings, offering nothing new. The game was a smash hit, coming out with six sequels (I'd assumed there was at least one, but I'd never seen nor heard of one).
-Turok must gather the pieces of the Cosmic Maguffin in worlds full of dinosaurs & aliens, accomplishing tasks more physical than mere "Kill 'Em All" tactics seen in most FPS games, with Tomb Raider-ish elements like running, climbing and exploring.
-The Turok character actually goes back a ways- the 1970s saw Western Publishing produce a Turok: Son of Stone comic about a Pre-Columbian Native youth who gets trapped in a dinosaur-ridden valley along with his brother. This lasted a while, and the Valiant version changed just about everything save "Native guy named Turok" and "Dinosaurs" being part of the gimmick. This one lasted for 53 issues, because Valiant was actually quite successful back in the day. Acclaim Comics took over the book, but didn't last long, as they rapidly lost money in the late '90s, owing to a tendency to make awful video games and worse investments. The character has had two failed comic series since 2010, and is today probably way better known for his video games than his comics.

TUROK (Tal'Set)
Role:
Dinosaur Hunter, Time-Traveling Native American
PL 10 (139)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Athletics 10 (+14)
Close Combat (Knife) 2 (+14)
Expertise (Survival) 10 (+14)
Insight 3 (+7)
Intimidation 6 (+8)
Perception 7 (+11)
Stealth 7 (+12)
Technology 5 (+8)

Advantages:
Accurate Attack, Equipment 8 (Arsenal), Improved Aim, Improved Critical 3 (Knife 2, Gun), Power Attack, Precise Attack 2 (Ranged/Cover, Close/Concealment), Ranged Attack 7, Tracking

Equipment:
"Arsenal"
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Bow & Arrow" Blast 4 (8)
"Tek Arrows" Blast 6 (12)
"Assault Rifle" Blast 5 (Extras: Multiattack) (15)
"Plasma Rifle" Blast 6 (Extras: Multiattack) (18)
"Pistol" Blast 5 (10)
"Explosive Shotgun Shells" Blast 8 (16)
"Alien Gun/Grenade Launcher" Blast 8 (Extras: Area- 30ft. Burst) (24)
"Rocket Launcher" Blast 10 (Feats: Extended Range 2) (Extras: Area- 30ft. Burst) (32)
"Fusion Cannon" Blast 10 (Extras: Area- 30ft. Burst) (30)
"Shockwave Weapon" Blast 10 (Extras: Area- 60ft. Burst +2) (Flaws: Unreliable- 5 Uses) (30)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Knife +14 (+5 Damage, DC 20)
Ranged Weapons +12 (+4-8 Ranged Damage, DC 19-23)
Explosive Weapons +8-10 Area (+8-10 Ranged Damage, DC 23-25)
Initiative +5

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

Complications:
Responsibility (Protecting the Barrier)- Earth and the Lost Land (a primitive world) are separated by a barrier, and the title of "Turok" is passed down to the eldest males in order to protect it.
Enemy (The Campaigner)- The Campaigner wishes to gather the Choronosceptre's pieces.

Total: Abilities: 78 / Skills: 50--25 / Advantages: 24 / Powers: 0 / Defenses: 12 (139)

-There are a dozen weapons in Turok, but like most FPS games, they're usually just variations of the same thing- shootin' stuff. So he's just a modification of "FPS Guy", with more Survival skills.

THE COMBATRIBES:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1990
Developer: Technos Japan Corp.

-The guys who made Double Dragon stuck to the same genre with this one, basing it in a futuristic time and making your characters cyborgs, which should have made this the GREATEST GAME OF ALL TIME, but instead it's one I've almost no familiarity with, and had no impact. Though there's some cool stuff in here, like smashing guys' faces into the ground, bashing the heads of your enemies together, and throwing stuff like motorcycles & pinball machines! You play a trio of gang members who have to fight rival gangs across New York City, wielding bodies that are hilariously top-heavy, complete with large heads and itty-bitty legs holding them up.

BERSERKER
Role:
The Balanced Guy
PL 8 (95)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+8)
Deception 2 (+4)
Expertise (Streetwise) 8 (+8)
Intimidation 3 (+5)
Perception 3 (+5)
Ranged Combat (Thrown Objects) 4 (+10)

Advantages:
Close Attack, Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 3

Offense:
Unarmed +12 (+4 Damage, DC 19)
Initiative +4

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

Complications:
Enemy (Rival Gangs)

Total: Abilities: 62 / Skills: 24--12 / Advantages: 10 / Powers: 0 / Defenses: 11 (95)

-Like most Beat 'Em Ups, you have the trade-offs of Strength, Speed & Balance to play with- Berserker her is the "Balanced Guy". The Combatribes guys specialize in grappling and throwing stuff.

BULLOVA
Role:
The Strong Guy
PL 8 (94)
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+8)
Deception 2 (+4)
Expertise (Streetwise) 8 (+8)
Intimidation 3 (+5)
Perception 3 (+5)
Ranged Combat (Thrown Objects) 4 (+10)

Advantages:
Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 3

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +5

Complications:
Enemy (Rival Gangs)

Total: Abilities: 62 / Skills: 24--12 / Advantages: 9 / Powers: 0 / Defenses: 11 (94)

-Bullova is named for a kind of Indian whip, and he's the Strong Guy of the group.

BLITZ
Role:
The Fast Guy
PL 8 (103)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 6 (+8)
Deception 2 (+4)
Expertise (Streetwise) 8 (+8)
Intimidation 3 (+5)
Perception 3 (+5)
Ranged Combat (Thrown Objects) 4 (+10)

Advantages:
Agile Feint, Close Attack, Defensive Attack, Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Defense, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 3

Powers:
Power-Lifting 1 (400 lbs.) [1]

Offense:
Unarmed +14 (+2 Damage, DC 17)
Initiative +10

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

Complications:
Enemy (Rival Gangs)

Total: Abilities: 62 / Skills: 32--16 / Advantages: 13 / Powers: 1 / Defenses: 11 (103)

-Blitz, naturally, is the weakest but fastest member, with some more options in combat. I gave him some Power-Lifting to showcase the fact that he can still toss stuff like the other two can.

EARTHWORM JIM:
Game Type: Side-Scrolling Run & Gun/Platformer
Release Date: 1994
Developer: Shiny Entertainment

-In the annals of history, the number of Animals With Attitude attempting to out-Sonic Sonic the Hedgehog is long and crappy. Of them, I think Earthworm Jim is the most distinct, and the best. In fact, the Jim games were both very good, to the point where they set off a storm of Merch for the character- he became one of only a handful of video game characters with his own TV series (voiced by Dan Castellanetta, too!), a toyline, and more! I think the secret of his success is probably a lack of smart-assed attitude like most of the characters possessed, and more of a goofy, Southern "aw shucks!" charm that contrasted an angry, violent demeanor (he's among the few Animals with a large gun, but gleefully recites "Groovy!" on one screen). So he really stands out.
-Jim was actually licensed by Playmates Toys, who wanted to create a new franchise after the Ninja Turtles had run their course. But wisely, they took a step back and allowed the creators to do their thing, rather than form a "Poochie" or a second Sonic.
-The games also succeeded in creating a fun little world, and have a great sense of humor- Evil the Cat's level is a Hades-like underworld that plays Night of Bald Mountain in the tune of ELEVATOR MUSIC. You have to rescue your buddy the talking puppy... who transforms into a giant monster that will attempt to kill you. Part of the game features you bouncing puppies off of a trampoline you have to carry around with him. The token Princess you need to rescue is literally named Princess What's-Her-Name, like they were cognizant of the cliche and were making fun of it (also, she spurns your affections and is then flattened by a flying cow, in a huge Brick Joke referencing the beginning of the game). Hell, even the CARTOON was good. The only issue I had with these games was that they were punishingly-tough. I never met anybody who could finish them. It wasn't Battletoads bad, but in the SNES era, we had gotten soft and weren't used to Nintendo Hard games anymore- this one just beat the hell out of you.
-The first game was obviously a huge success (reviews were good- EGM called it the best Genesis game of 1994), driving a small Multimedia Franchise, but Earthworm Jim 3D was the end of the franchise, pretty much- it reviewed poorly, and took forever to complete. Another game came out in 1999, but was made by a different company- this was the killer, as it was ten years before we'd see another one, and THAT was just a remake. Part of the issue was the rise of the Next Generation of consoles- these games were made for 2-D Run & Gun-style battles, and had a quirky, cartoony style. I can't imagine Earthworm Jim working as a 3-D Treasure Hunt-style game, or as a 3-D Shooter. As it stands, the Jim games were some of the last great games for the 16-bit consoles.

EARTHWORM JIM
Role:
Gun Guy, Super-Powered Worm
PL 9 (104)
STRENGTH
-3/5 STAMINA -2/5 AGILITY 0/4
FIGHTING 0/10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Insight 2 (+4)
Perception 4 (+6)
Stealth 4 (+4, +8 Suit)
Technology 4 (+4)
Vehicles 4 (+8)

Advantages:
Equipment 6 (Blaster +5 Multiattack, AE: "Plasma Blast" Damage 9- Line, Unreliable, "Pocket Rocket" Flying Cycle with Space Travel), Improved Aim, Improved Critical (Guns)

Powers:
"Super Suit" (Feats: Indestructible) (Flaws: Removable) [68]
Enhanced Strength 8 (16)
Enhanced Stamina 7 (14)
Enhanced Agility 4 (8)
Enhanced Fighting 10 (20)
Movement 1 (Swinging) (2)
"Whiplash" Reach 1 (1)

Enhanced Skills 10: Athletics 4 (+9), Intimidation 2 (+4), Ranged Combat (Guns) 4 (+12) (5)
Enhanced Advantages 8: Defensive Attack, Improved Defense, Improved Initiative, Ranged Attack 5 (8)
Enhanced Parry 2 (2)
Enhanced Dodge 9 (9)
-- (84 points)

"Earthworm Physiology"
Movement 1 (Slithering) [2]
"Helicopter Spin" Flight 1 (4 mph) (Flaws: Gliding) [1]

Offense:
Unarmed +0 (-3 Damage, DC 12)
Powersuit +10 (+5 Damage, DC 20)
Gun +13 (+5 Ranged Damage, DC 20)
Plasma Blast +9 Area (+9 Damage, DC 24)
Initiative +0 (+4 Powersuit)

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness -2, Fortitude +0, Will +8
"Powersuit" Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +5, Fortitude +7, Will +8

Complications:
Enemy (Queen Slug-For-A-Butt)
Relationship (Peter Puppy, Princess What's-Her-Name)

Total: Abilities: 6 / Skills: 22--11 / Advantages: 8 / Powers: 71 / Defenses: 8 (103)

-Earthworm Jim was just an ordinary earthworm until a Powersuit fell from space- crawling inside, he became supercharged, with a super-physique. Unfortunately, Psy-Crow, the original owner of the suit, came knocking and soon Jim was in the fight of his life, and roped into an intergalactic adventure that brought him into contact with an evil Queen, a Satanic feline, and a Professor with a Monkey for a head. Jim saves some points from having most of his Stats wrapped up in a Removable Device (and believe me, it gets removed. A lot. This ain't no Iron Man thing where it barely ever happens). A key element of Jim's combat style is to hold down the "shoot" button, spraying the area with round after round of space ammunition, as his cartoonish laser blaster fires off invisible rounds. He can also use his earthworm body as a "whip" to snare things and Swing around, and has a worm's natural ability to crawl.

PSY-CROW
Role:
The Rival, Mirror Image Villain
PL 8 (88)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Athletics 4 (+6)
Deception 5 (+5)
Expertise (Intergalactic Bounty Hunter) 7 (+8)
Intimidation 4 (+4)
Perception 4 (+5)

Advantages:
Equipment 6 (Blaster +5 Multiattack, "Grappling Gun"- Move Object 5, Flying Spacecraft), Improved Aim, Improved Critical (Blaster), Ranged Attack 6

Powers:
Comprehend 2 (Speak to & Understand Animals) (Flaws: Limited to Crows -2) [1]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Blaster +11 (+5 Ranged Damage, DC 20)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +4

Complications:
Enemy (Earthworm Jim)- Jim has the Super Suit which Psy-Crow owned- he desperately wants it back.
Motivation (Greed)- Psy-Crow is a bounty hunter.

Total: Abilities: 48 / Skills: 24--12 / Advantages: 14 / Powers: 1 / Defenses: 13 (88)

-Naturally, an earthworm's worst enemy would be a bird. Psy-Crow is the original owner of the Super Suit, but dropped it on Jim from orbit. He's since become Jim's Mirror Image Villain, but is more of a befuddled loser whom Jim can easily defeat. The cartoon kept up the Butt-Monkey aspect of the character, including a thing where he tried out for various other jobs, having failed at bounty hunting. Alas, he was fired from his gym teacher position for being too nice (keep in mind he spent most of his time screaming at the children while firing laser beams at them).

EVIL THE CAT
Role:
Ruler of Heck
PL 8 (111)
STRENGTH
1 STAMINA 3 AGILITY 6
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Close Combat (Claws) 2 (+11)
Deception 5 (+5)
Expertise (Heck) 9 (+11)
Intimidation 5 (+7)
Perception 5 (+8)
Stealth 1 (+7)

Advantages:
Equipment 3 (Fire Lines +7), Evasion, Fast Grab, Improved Critical (Claws), Grab Finesse, Improved Initiative, Prone Fighting, Seize Initiative, Uncanny Dodge

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 2 (4 mph) [2]
"Claws" Strength-Damage +4 (Extras: Multiattack 5) [9]

"Cat Agility"
"Righting Reflex" Immunity 5 (Falling Damage) (Flaws: Limited to Half-Effect) [2.5]
Leaping 1 (15 feet) [1]

"Merge With The Shadows" Concealment (Visuals) (Flaws: Source- Shadows) [2]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Claws +10 (+5 Damage, DC 20)
Initiative +10

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

Complications:
Enemy (Earthworm Jim)
Responsibility (Ruler of Heck)

Total: Abilities: 58 / Skills: 31--15.5 / Advantages: 11 / Powers: 21.5 / Defenses: 15 (111)

-Among the greater ideas in Earthworm Jim is Evil the Cat, the personification of evil in the universe, and ruler of Planet Heck. This white, overbite-ridden feline was voiced by Edward Hibbert using a Tony Jay-like voice in the cartoon, giving him a Booming-Voiced Sophisicato tone. His level was a thing of beauty (but really, REALLY tough)- a reddish hellscape featuring rabid lawyers and Night on Bald Mountain played as if it were elevator music- truly the creation of evil itself. Evil fights you first using a Fire Gun that creates streams of flame, and your dodging them eventually knocks his platform over. After that, he attacks from the shadows- fittingly, nine shots finishes him.

PROFESSOR MONKEY-FOR-A-HEAD
Role:
Mad Scientist
PL 6 (93)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 2 PRESENCE 1

Skills:
Athletics 5 (+6)
Deception 6 (+7)
Expertise (Science) 7 (+14)
Expertise (Gourmet Cook) 2 (+9)
Intimidation 2 (+3)
Perception 3 (+5)
Technology 7 (+14)

Advantages:
Inventor, Ranged Attack 4

Powers:
"Monkey For a Head"
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Monkey's Arms, Legs & Tail" Extra Limbs 5 [5]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Initiative +10

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +5

Complications:
Enemy (Earthworm Jim)
Responsibility (Argues With Himself)

Total: Abilities: 54 / Skills: 32--16 / Advantages: 5 / Powers: 8 / Defenses: 10 (93)

-Another great example of Earthworm Jim's absurd sense of humor, Professor Monkey-For-A-Head shares a skull with a large monkey that is held upside-down in the air (except one episode of the cartoon altered him into Monkey Professor-For-A-Head). He's a menace in the Science Lab-type level, but isn't the Stage Boss- just a recurring nuisance.

QUEEN PULSATING, BLOATED, FESTERING, SWEATY, PUS-FILLED, MALFORMED, SLUG-FOR-A-BUTT
Role:
Evil Queen
PL 10 (148)
STRENGTH
4 STAMINA 8 AGILITY 0
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 6 (+7)
Expertise (Space Royalty) 8 (+11)
Intimidation 7 (+10)
Perception 3 (+6)

Advantages:
Fast Grab, Improved Initiative, Ranged Attack 6, Startle

Powers:
"Slug Butt" Movement 1 (Slitherig) [2]
"Ovipositor" Summon Insectoids 2 (Extras: 16 Minions +8, Active) [20]
Features 2: Increased Mass 2 [2]

"Evil Wand" (Flaws: Easily Removable) [10]
Blast 8 (16 points)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Evil Wand +10 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +8, Fortitude +10, Will +7

Complications:
Enemy (Earthworm Jim)
Enemy (Princess What's-Her-Name)- Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt's twin sister was born a deformed atrocity, and was exiled for it. She has since led a rebellion against the Queen.

Total: Abilities: 74 / Skills: 24--12 / Advantages: 9 / Powers: 34 / Defenses: 19 (148)

-The Evil Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt (you have to say the whole thing; the show ALWAYS did) is the Big Bad of the Jim games and TV show. She's the twin sister of Princess What's-Her-Name, who had the misfortune to be born with a hideously-deformed body- wide-hipped, tiny waisted, long-haired, doe-eyed and with these two large fatty deposits on her upper torso. These horrible flaws led to the Princess being exiled, while the Queen ruled a huge chunk of space. She's mostly PL 9, but hits PL 9.5 defensively- a greater danger is probably the ton of Insectoids she can produce, one at a time.

WARHAWK:
Game Type: Flight Combat Simulation
Release Date: 1995
Developer: SingleTrac

-Warhawk is forgotten nowadays, but back in 1995, it was one of the most hyped games for the PlayStation- I remember putting it on my list of "Games To Get" for that system, almost entirely due to the amazing screenshots seen. However, finally playing part of it on the PS-X Demo Disk, I was... kinda bored. Really, it was just you slowly flying around, doing whatever, with not a lot of real combat going on- a Flight Sim with a handful of combat elements (you blow up enemy tanks and aircraft, as well as robots & gun emplacements). Not really my thing, and I never played the actual game itself.

WARHAWK SHIP
Role: Lone Warship

Baseline Stats: Gargantuan Size, Strength 13, Defense 10, Toughness 13 (22)
Movement: Flight 9 (18)

Weapons:
"Lock-Ons" Blast 12 (Feats: Homing 4, Ricochet 2) (Extras: Penetrating 10) (40) -- (42)
AE: "Rockets" Blast 10 (Extras: Area- 30ft. Burst) (30)
AE: "Multi-Fire Swarmers" Blast 12 (Extras: Multiattack) (36)

Total Cost: Stats: 22 / Movement: 18 / Features: 0 / Weapons: 42 (82 Equipment Points)

-The Warhawk ship is heavily-armed, and ready to go against "Kreel", the dictator with his vast armies. The ship itself is piloted by Hatch & Walker as a team.

SNATCHER:
Game Type: Detective Graphic Adventure Game
Release Date: 1988-94
Developer: Konami

-Another in the long list of "Games I Was Interested In, But Never Played" was Snatcher, largely thanks to the Strategy Guide that appeared in Game Players Magazine, detailing various story elements, as well as all of the good GORY bits for this Sega CD game.
-Snatcher is a cyberpunk/futuristic-themed Noir Graphic Adventure game written by Hideo Kojima (even if you didn't recognize the name, the fact that the main character's Robot Sidekick is named "Metal Gear" should clue you in). It was actually released on PC platforms in 1988, but the PC Engine CD-ROM got one in 1992, and the Sega CD version (which is the only one *I* ever knew existed) two years after that. You play Gillian Seed, a hard-boiled, flirtacious detective who has to solve a series of grisly murders (I mean, you see a guy's HEAD RIPPED OFF) that are being committed by a bunch of human-looking robots called "Snatchers" (naturally, this takes a huge amount of stuff from Blade Runner). Naturally, it's a Post-Apocalyptic World, as a biological catastrophe in Russia has killed 50% of the world's population a couple generations earlier.
-Naturally, as it was a Sega CD game based around hardcore strategy, it wasn't a strong seller outside of Japan (the fact that it was released in North American just as the peripheral was given the axe made it only sell around a couple of thousand units!). It did, however, become a cult classic, to the point that TV Tropes has a page called "Replicant Snatcher", combining the names that this and Blade Runner attributed to human-looking androids. It takes place from a First-Person perspective, but instead of just shooting, you investigate clues, questions suspects & witnesses, and more. His little robot assistant Metal Gear can place calls, or save your spot. And just in case you think that's too dull, there are SHOOTING SEQUENCES, where you have to gun down adversaries using Konami's "Lightgun" peripheral!
-The Wikipedia page is actually enormously in-depth and helpful as to the main plot, even including what is practically a GameFaqs description of where to go and what to do. There are numerous twists and turns (your Bounty Hunter ally is linked to the Main Villain, various people were "Snatchers All Along", and the fact that your boss's first name and your engineer's last name are both "Benson" becomes a plot point).

GILLIAN SEED
Role:
Hard-Boiled Future Detective, Deckard Rip-Off, Giant Flirt, Ephebophile (look it up)
PL 8 (117)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Athletics 4 (+6)
Deception 7 (+10)
Expertise (Streetwise) 7 (+10)
Insight 2 (+6)
Investigation 8 (+12)
Perception 5 (+9)
Persuasion 2 (+5)
Stealth 4 (+8)
Technology 3 (+6)
Vehicles 2 (+8)

Advantages:
Equipment 5 (Blaster +6, Motorcycle), Improved Aim, Improved Critical (Blaster), Minion 6 (Metal Gear), Precise Attack (Ranged/Cover), Ranged Attack 4

Offense:
Unarmed +8 (+4 Damage, DC 19)
Blaster +10 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +7

Complications:
Responsibility (Amnesiac)
Responsibility (J.U.N.K.E.R.)- Gillian is part of an Anti-Snatcher task force.
Relationship (Jamie Seed)- Gillian's also-amnesiac wife, who works in pharmaceuticals, and left him since she couldn't remember marrying him in the first place.
Relationship (Katrina Gibson)- An "eighteen-year-old" model and daughter of another agent (who dies in the opening bit of the game). Naturally, in Japan, she was FOURTEEN, making the player's option to flirt with her, and her nude shower scene in the original Japanese game OH MY GOD NO.
Relationship (Harry Benson)- The designer of Metal Gear, and head engineer of J.U.N.K.E.R. He looks a bit older than the others, and kind of just wanted friends.
Relationship (Random Hajile)- A Bounty Hunter out to collect rewards for killing Snatchers, Random decides to tail Gillian, and frequently helps him out.

Total: Abilities: 62 / Skills: 44--22 / Advantages: 18 / Powers: 0 / Defenses: 15 (117)

-Gillian is a good detective and a good shot, but is decidedly "human" in a world where killer robots can attack you- even one or two Snatchers can be the end of him.

METAL GEAR
Role:
Robot Buddy
PL 3 (81)
STRENGTH
-3 STAMINA -- AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Expertise (Current Events) 6 (+8)
Sleight of Claw Thingie 4 (+4)

Advantages:
Eidetic Memory

Powers:
"Tiny Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 2 [2]

"Forensic Analyzer" Senses 4 (Analytical Vision, Direction Sense, Infravision) [4]
Features 2: Videophone, Storage Compartment [2]
"CommLink" Communication 2 (Electronics) [8]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +0 (-3 Damage, DC 12)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude --, Will +4

Complications:
Reputation (Coward)- Metal Gear can become paralyzed with fear at inopportune moments.

Total: Abilities: 10 / Skills: 10--5 / Advantages: 1 / Powers: 63 / Defenses: 2 (81)

-Gillian's Navigator is Metal Gear (named for another Konami franchise, though there's comments in-universe that mention that the walking tank from Metal Gear Solid is in fact a real thing in their history (please make this canon to MGS)! Metal Gear talks in a cute, high-pitched voice, and is generally used as Exposition ("Insektors are spider-like robots used by Snatchers as security") or to help you find things. An Eidetic Memory easily helps him direct you around, plus he's got some good Senses and a Videophone (handy for communicating with other characters).

SNATCHERS
Role:
Replacement Androids
PL 7 (72)
STRENGTH
6 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Expertise (Current Events) 6 (+8)
Sleight of Claw Thingie 4 (+4)

Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Hold, Startle

Powers:
"Killer Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude --, Will +2

Complications:
Motivation (Killing & Replacing)- Snatchers wish to kill and take over the lives of their victims.

Total: Abilities: 42 / Skills: 10--5 / Advantages: 4 / Powers: 36 / Defenses: 4 (72)

-Snatchers are extremely dangerous, especially in large numbers. Their strength and toughness allows them to make short work of any J.U.N.K.E.R. agent in melee combat, and they're tough enough to take 8 or 9 shots from a Laser Blaster to truly kill. Elite versions upgrade to PL 8 or 9- easily a match for Gillian's PL 8.

COMMANDER KEEN:
Game Type: Side-Scrolling Action Platformer
Release Date: 1990
Developer: id Software

-I have absolutely no idea what this is- I've never even HEARD of it! Some research reveals why: it's a computer game from 1990. Numerous "episodes" (discs, I guess) were created by the precursor to id Software- John Romero himself (later a famous gaming personality, owing to his distinctive ultra-long hair and the creation of Doom was one of the designers, and they made their game while working at another company, then split off. The graphics max out around "Shitty NES Game" in quality, but a 2001 game (ten years after the most recent) for the Game Boy Advance was a bit higher-end. All in all, they look pretty... blah... compared to something you'd see on a Console. Computers didn't seem to leap over Consoles by this point- this game is like 1/8th the speed of an NES game, and just involves simple hopping and laser blasts against sparse enemies.

COMMANDER KEEN (Billy Blaze)
Role:
Boy Hero
PL 7 (105)
STRENGTH
0 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 7 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+5)
Close Combat (Stomp) 2 (+8)
Deception 4 (+6)
Expertise (Science) 6 (+13)
Stealth 1 (+5)
Technology 8 (+15)

Advantages:
Equipment 8 (Raygun +5, Pogo Stick- Leaping 1, Spaceship), Improved Aim, Improved Critical (Raygun), Ranged Attack 6

Powers:
"Mario Stomp" Strength-Damage +3 [3]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +6 (+0 Damage, DC 15)
Stomp +8 (+3 Damage, DC 18)
Raygun +9 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +7

Complications:
Secret (Identity)- Billy hides his identity as Commander Keen from others.

Total: Abilities: 56 / Skills: 26--13 / Advantages: 16 / Powers: 4 / Defenses: 16 (105)

-The game looks very simplistic- a platformer on a COMPUTER would pretty much have to be, especially in 1990. As such, I made Commander Keen himself at about PL 7.

Next up- easily the #2 most-influential Shitty Game in the history of gaming! The only possible #1 is of course E.T., the game that started the Great Video Game Crash.

NIGHT TRAP:
Game Type: Full Motion Video Interactive Movie Game
Release Date: 1992
Developer: Digital Pictures

-It really says something that a game THIS BAD could have changed the entire gaming industry. Night Trap was released to middling review scores (some were impressed by the actual video and REAL ACTORS) and a colossal "meh" from gamers... but it had some unintended side effects. See, the game was basically a Live Action Horror Movie, but you could only watch bits and pieces depending on which camera you were accessing at any given moment. These "Full Motion Video" games were notoriously terrible, borderline unplayable, and had some of the worst acting and special effects imaginable, but most of them didn't feature the common Horror Movie Tropes. And at this point you have to remember that video games at THAT point didn't possess any kind of Ratings System as to the age level of the buyer. And so, when a handful of concerned parents discovered their children had bought a game featuring a woman stripping down to her lingerie before being attacked by two men (dressed in SCUBA gear and wielding what looked like a dildo attached to an electric screwdriver), they FREAKED.
-Night Trap became infamous almost overnight, as the Media Hype Machine went into overdrive in decrying these horrible things that children could now buy. I still remember my mother telling me about this game she'd heard of, "Where you can capture a girl, and CHOOSE which way you want to kill her!"- a complete fabrication created by some exaggerating ninny. Alongside Mortal Kombat, it became part of the rallying cry from the Old Media that the New Media (ie. video games) was EVIL. Video Games were always a bit controversial for the fact that kids were wasting time or hanging out in arcades with all the criminals of the world, but this was something MUCH different- they were now teaching kids to be murderers, rapists and devil-worshippers! This kind of mass hysteria was no news to fans of, say, Dungeons & Dragons, but it was big, headline grabbing news for the time. Senator Joe Lieberman (then a Democrat; he later gained publicity by switching to the Republicans) made a huge public attempt at making this his personal vendetta (probably for publicity as much as anything).
-The hysteria grew so intense that game companies combined together to create an Advisory Board (the ESRB) that assigned "ratings" to games based off of the violence and subject matter contained therein. The game was pulled from stores due to protests (probably due to an organized telephone campaign), and was called a game where you were encouraged to "trap and kill women". Even though the game's designers went out of their way to make things look un-imitatable to audiences (the Augers are using things that couldn't pass for weapons in a million years; most of the actors spent the shoot laughing their asses off at how absurd everything was), the damage was done in a very public place, as the news media covered the senate hearings ad nauseum. Never before had a video game proven so controversial.
-Humorously enough, though it was the most "shocking" game of its time, it was both cleaner than many PC games (never mind the actual Porno Games of previous generations), but is completely mild and tame by today's standards, where a minigame in God of War is to bang the hell out a nude Aphrodite.
-The game itself is pretty stupid- not only are the special effects at the level of a High School Studen Film, but the acting is awful. Dana Plato, a failed TV star by this point (she would O.D. years later and die), appeared in it as an Undercover Agent investigating the disappearances of multiple women at some family home. Turns out that the Augers, a band of vampiric monsters, are draining young women of their blood. Dana's character and the players must work together to set off numerous traps in the house, springing them at the right times. The game was most well-known for its Sega CD release, though apparently the 3DO got a version.

AUGERS
Role:
Vampires
PL 6 (52)
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 6 (+5)

Advantages:
Close Attack 2, Fast Grab, Startle

Powers:
"Blood-Draining Dildo-Machine" (Flaws: Easily Removable) [3]
Weaken Stamina 4 (4 points)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Draining Blood +8 (+4 Weaken, DC 14)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +5, Fortitude +5, Will +3

Complications:
Motivation (Getting Blood)- Always from females, cuz Horror Movies.

Total: Abilities: 36 / Skills: 6--3 / Advantages: 4 / Powers: 3 / Defenses: 6 (52)

-The Augers appear to be clumsy male actors attacking wielding what look to be sexual aides, but are strong enough to easily kill the Bystander-class women they encounter. The only way to beat them is to lure them into traps, which makes them tough, but stupid.

The series was originally for the Sega Genesis/Mega Drive, and began with Ecco the Dolphin. In this game, Ecco's pod was snatched from the seas by a mysterious storm, so he set out to find them, helping other dolphins along the way.

As the storyline went on, it got progressively more bizarre: first, Ecco went to see a blue whale for advice. The blue whale didn't know much, but sent Ecco to talk to the Asterite, the oldest being in the seas, which has the appearance of globes arranged on a double-helix. The Asterite, with no explanation, recognised Ecco and told him it could help him, except it was missing a globe and thus not at full power. The solution: travel to Atlantis and use the time machine there to go back in time 55 million years to retrieve the wayward sphere. In Atlantis, Ecco also discovers that the source of the storm was a species of hiveminded aliens who had lost the ability to make their own food and was thus harvesting from Earth's seas every 500 years.
-I'ma just quote from TV Tropes here, because I can't possibly sum that shit up


ECCO THE DOLPHIN:
Game Type: Action/Adventure Game
Release Date: 1992
Developer: Novotrade International

-This game is one of the great examples of how "different" Sega was from Nintendo- while it wasn't as "bad-ass" as many of Sega's bloodier options, it represented more of an artistically different work than most of Nintendo's more-standard fare. Ecco featured you playing as an actual Dolphin, and absolutely went to TOWN on the idea, right down to accomplishing just the right level of immersing the player in the setting. While games like Sonic and Mario were pure pop-culture, mascot-driven corporate stuff, this game felt like ART. Atmospheric, they name is Ecco.
-Ecco is a dolphin that uses sonar and ramming power to stop the aliens who've kidnapped the rest of his pod- he must navigate 2-D mazes over several levels, and bypass "glyphs" that can be activated by touching or singing to them. He must communicate with other intelligent sea mammals, such as False Killer Whales, Orcas & Blue Whales, each of whom give Ecco some information that lets him decide where to go next. Then he travels back in time, hitches a ride with a Pteranodon, and eventually saves his pod and oh my god the people who made this game were on hellacious amounts of LSD. And in fact the game's main designer was a huge fan of a guy who used dolphin research & psychoactive drugs to write a series of books.
-The series did enormously well at first (despite its fairly legendary level of difficulty), earning not only a sequel two years later, but grabbing a number of versions for Game Gear & Sega CD. I'd never played the series until getting a Genesis Collection for PS3, and I found it interesting-looking, but it didn't hold my interest that much, as Maze-Games don't really appeal to me. There was an Ecco Jr. in 1995 designed as an Edutainment game for younger players, but it skipped over the Saturn generation entirely. The series hasn't appeared since a Dreamcast version came out in 2000 (the PS2 re-released one two years later). It strikes me that this would be a NIGHTMARE for graphical engines to recreate- 3-D Water Effects are considered some of the most difficult things to animate period. Entire chunks of animated features now include pointless water-based scenes (the river scene in Brave) for the sole purpose of "showing off" that they can do these things that were once greatly feared. And Ecco's smooth contours (and the fact that the human eye can detect even minor imperfections in the animation of things possessing them) would be tough as well. Sure, it's possible- but an entire game of just that would probably scare too many people off.

ECCO THE DOLPHIN
Role:
Cetacean Hero
PL 8 (116)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 3 PRESENCE 2

Skills:
Sea Acrobatics 6 (+10)
Athletics 2 (+8)
Close Combat (Unarmed) 8 (+10)
Expertise (Hunters) 9 (+11)
Insight 4 (+6)
Intimidation 4 (+3)
Perception 10 (+12)
Ranged Combat (Sonar) 10 (+10)
Stealth 5 (+6)

Advantages:
Accurate Attack, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Teamwork

Powers:
"Echolocation & Vision" Senses 6 (Extended, Ultra & Accurate Hearing, Extended & Low-Light Vision) [6]

"Sea Creature"
Swimming 5 (30 mph) [5]
Immunity 4 (Cold, Drowning, Suffocation, Pressure) (Flaws: Limited to Half-Effect) [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +1 [1]
Protection 1 [1]

"Disorienting Sonar" Affliction 6 (Will; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Diminished Range -1) (11) -- [12]
AE: Sonar Blast 6 (Diminished Range -1) (11)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Sonar Blast +10 (+6 Ranged Damage, DC 21)
Disorienting Sonar +10 (+6 Ranged Affliction, DC 16)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +8

Complications:
Disabled (Animal)- Dolphins cannot speak to humans, nor use their flippers to easily manipulate objects.
Disabled (Scent)- Dolphins are thought to have either no sense of smell at all, or only tiny amounts of scent capability. Their blowholes are closed when underwater, and useless in open air.

Total: Abilities: 28 / Skills: 58--29 / Advantages: 6 / Powers: 32 / Defenses: 21 (116)

-Ecco is basically an elite Dolphin with some Blast powers thrown in. And thank God I'd already built a standard Dolphin already, because this build took about two seconds because of it!

In 2049, the human population of Earth embarks on a migratory voyage to try to colonize other planets. They leave mechanical "orbots" to clean up the mess they made on Earth through littering and pollution. Raster, a high-level orbot who watches Earth through a planetwide computer network, is accidentally attached to a working nuclear missile by a lesser orbot and goes insane, becoming an evil dictator named Warhead. He declares himself ruler of Earth, and begins preparing to execute any humans who dare return to their planet.

Enter Vectorman, a humble orbot in charge of cleaning up toxic sludge by simply discharging it into the sun. As he lands on Earth after his last trip, he finds chaos and confusion. Because all the other Orbots are controlled by Warhead (Vectorman having not been affected because he was away), Vectorman takes it upon himself to destroy the errant orbot and restore peace to Earth.
-The plot to "Vectorman", sounding curiously like "Wall-E"


VECTORMAN:
Game Type: Side-Scrolling Run & Gun
Release Date: 1995
Developer: BlueSky Software

-As I've gone into a bit, it took a GOOD while before the Next Generation completely overwhelmed the generation of consoles before it- the fact that the Nintendo 64 waited a year after its two rivals to come out meant than the Super NES had an extended shelf-life well into the PS/Saturn consoles' lifespans, and in an attempt to counter that, AND give something to parents & gamers who couldn't afford the Next Gen stuff, Sega kept the Genesis going for quite a ways. And so we come to stuff like Donkey Kong Country and Vectorman- very, very late-generation offerings for the 16-bit systems. Vectorman is extremely simple and plain- you play a green guy who blasts away at enemies in a platform game. It only stood out because the main character was made up of colored spheres- this allowed for rudimentary "3-D" effects, as simply by shrinking or enlarging these spheres, Vectorman could appear to be moving closer or further away. The graphics were also made of "pre-rendered" sprites, like the Donkey Kong Country characters- this gave it a "3-D Feel" because they just digitized stuff from a more powerful processor instead of trying to make the graphics on the Genesis itself.
-Like I said above, the plot is VERY similar to Wall-E, which came out years later. Minus all the "Warhead" and "Kill Everything With Lasers" stuff. The game actually proved quite popular, in spite of its timing at the tail end of the 16-bit era (or perhaps BECAUSE OF it- like I said, there were a LOT of people who were missing out on the early part of the Next Generation, as the consoles were punishingly-expensive; stuff like Vectorman was all they HAD at that point in the life of the Genesis). It even earned a sequel, where Vectorman had to fight a bunch of mutant insects.
-Unfortunately, the series didn't make it out of the 16-bit era. BlueSky Software went out of business in 2001, and only some basic plans were revealed for a PS2 game- Vectorman joined so many other video game franchises on the ash-heap of history.

VECTORMAN
Role:
Action Environmentalist
PL 9 (145)
STRENGTH
2 STAMINA -- AGILITY 4
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Athletics 6 (+8)
Expertise (Environmentalism) 7 (+10)
Insight 3 (+6)
Perception 3 (+6)
Ranged Combat (Blasters) 2 (+12)
Stealth 1 (+5)

Advantages:
Accurate Attack, Improved Aim, Improved Critical (Blaster), Improved Initiative, Ranged Attack 7

Powers:
"Orbot"
Immunity 30 (Fortitude Effects) [30]
Protection 5 [5]

"Rocket Feet"
Movement 1 (Slow Fall) [2]
Leaping 2 (30 feet) [2]

"Blaster" Blast 6 (Extras: Multiattack) (18) -- [19]
AE: "Bolo Setting" Snare 6 (18)

"Transformations"
"Bomb" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Source- Power-Ups) (8) -- [10]
AE: "Drill" Burrowing 6 (Flaws: Source- Power-Ups) (3)
AE: "Aquatic Form" Swimming 6 (Flaws: Source- Power-Ups) (3)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Blaster +12 (+6 Ranged Damage, DC 21)
Bolo +12 (+6 Ranged Affliction, DC 16)
Bomb +8 Area (+8 Damage, DC 23)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +5, Fortitude --, Will +8

Complications:
Motivation (Clean Up Earth)- Vectorman, and orbots like him, are designed to clean up Earth's environment, to allow humanity to return.
Enemy (Warhead)- An innocent orbot has been linked to a nuclear warhead, which has turned him evil.

Total: Abilities: 36 / Skills: 22--11 / Advantages: 11 / Powers: 68 / Defenses: 19 (145)

-Vectorman combines Platformer standards with Run & Gun standards, turning into a very good PL 9 Blaster. He can run, leap (with Rocket Boots, his can effectively "Double-Jump", as well as slow his descent in order to properly stick the landing), and even take a few different forms with Power-Ups.

GOLDENEYE 007:
Game Type: First-Person Shooter
Release Date: 1997
Developer: Rare

-If you were gonna add up all of the hours I've ever wasted playing video games, I am fairly certain that the largest culprit would be this game. My best friend Jordan got this when we were in High School, and as he was obsessed with James Bond (he feels about George Lazenby the way Ares feels about Jeph Loeb, and BatgirlIII feels about government overreach), he HAD to have it, and he spent so many hours on it that his schoolwork suffered (he never graduated). Naturally, he whupped on the others in our group, but we all got pretty good at it- it says something about a game's quality that I can have my ass kicked 100 times out of 100, and still have a blast playing the damn thing. How good is this game? FPS games are my LEAST FAVORITE GENRE EVER, and I STILL loved it!
-It's pretty simple- just a Movie License Game about James Bond, then in the "Pierce Brosnan" years (though Connery was the most bad-ass Bond, Brosnan to me reflects the debonnaire, charming, high-class character I view Bond as the most- Connery was too rough and jerk-ish). You sort of play through the Goldeneye film, which features an evil double agent, the former 006, Alek Trevelyan. It was unlike Doom and its clones in that it was more cerebral, and often had actual missions and stealth considerations, instead of just blowing the hell out of everything you saw.
-But really... everyone was here for the Multiplayer. Given tons and tons of potential bases, this game essentially invented the Console Multiplayer FPS Game. The best part was, it gave you the entirety of the Bond-verse to play as- Jordan was naturally ALWAYS Bond (he moved so quickly we often wondered if he'd found a way to cheat- we never managed to run QUITE as fast as Bond did), our friend Matt always chose 006, and I always selected one of the others- you could pick guys like Baron Samedi, Oddjob, Jaws, and more! I wasn't good enough to make the tinier Oddjob unbalancing, so it was cool with our group. Unfortunately, I couldn't Screen-Cheat properly, while my other two friends DID, which made winning difficult. Oddly, we ALWAYS played "License To Kill" mode, where any shot killed you; the usual version had that annoying "Gasping" noise and rumble every time you got hit, and was unrealistic since you could take a ton of fire before dying. It just seemed more skillful and cool to Insta-Kill everyone. The only thing I REALLY hated were the "Proxes" (Proximity Mines), because THOSE SCREEN-CHEATING MOTHERFUC--- no, no, I am calm... would always see where I was and lay mines in the way.
-This game was an insane smash hit, and one of the Killer Apps of the relatively game-less N64- it was further proof of the brilliance of Rare (who'd impressed Nintendo with Donkey Kong Country). It's in fact the third highest-selling game on the console, behind only Mario 64 and Mario Kart 64 (that's right- it outsold THE LEGEND OF ZELDA). Its spriritual successor was Perfect Dark, but nothing ever became quite so iconic for "Console Deathmatch Gaming" until Halo became the Killer App of the X-Box console years later. Oddly, there was never really a sequel to Goldeneye that got any kind of hype- this was a borderline "Perfect Storm" situation; impossible to replicate. As Goldeneye was addictive as hell REGARDLESS of the graphics (which even then looked pretty silly- everyone had big square heads), an update was meaningless, because people would still play the original. Updates to gameplay would just ruin the experience. That said... there should have been WAY more attempts at coming out with additional games. With a thousand friggin' Bond movies to choose from even BEFORE this, they could have just printed money for a decade on sequels (who wouldn't wanna play You Only Live Twice against ninjas, or fight Jaws on a space station?). Instead, the N64 never got a real one, and by the time they DID release some, the hype had died down. Part of the issue was the license, which was expensive as balls, and went to various studios like EA & Activision- this meant that the same engine wasn't used, and they were years apart anyways.
-Goldeneye still exists as a legend in Addictive Gaming, though. It's almost completely untouched on that front.

JAMES BOND
Role:
Rogue Secret Agent, Debonnaire Ladies Man
PL 9 (176)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 10
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Athletics 5 (+7)
Deception 9 (+14)
Expertise (British Secret Agent) 12 (+15)
Insight 8 (+12)
Investigation 10 (+14)
Perception 8 (+12)
Stealth 6 (+10)
Technology 1 (+4)
Vehicles 2 (+12) -- Flaws: Limited to Grounded Vehicles)

Advantages:
Attractive 2, Benefit 3 (00-Agent; License to Kill), Daze (Deception), Diehard, Equipment 6 (Guns), Evasion, Fascination (Deception), Fast Grab, Fearless, Grab Finesse, Great Endurance, Hide in Plain Sight, Improved Aim, Improved Critical 3 (Gun 2, Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Improvised Tools, Jack-Of-All-Trades, Languages 2 (Various), Luck 2, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 2, Takedown, Taunt, Tracking, Ultimate Secret Agent, Ultimate Investigation, Well-Informed

Equipment:
"Bond Arsenal"
"PP7" Blast 4 (8)
"DD44 Dostovei" Blast 4 (Feats: Split) (9)
"D5K Deutsche" Blast 4 (Extras: Multiattack) (12)
"US AR33 Assault Rifle/KF7 Soviet" Blast 5 (Extras: Multiattack) (15)
"Shotgun" Blast 6 (Flaws: Damage 4 at more than 20 feet) (11)
"Automatic Shotgun" Damage 6 (Extras: Area- 30ft. Cone +1/2) (9)
"Rifle" Blast 6 (Feats: Extended Range) (13)
"Cougar Magnum" Blast 6 (12)
"Sniper Rifle" Blast 6 (Feats: Extended Range 2) (Flaws: Distracting) (8)
"Proximity Mine" Damage 8 (Feats: Triggered- Proximity) (Extras: Area- 30ft. Burst) (17)
"Timed Mine" Damage 8 (Feats: Triggered- Time) (Extras: Area- 30ft. Burst) (17)
"Hand Grenade" Blast 6 (Extras: Area- 30ft. Burst) (Diminished Range -2) (16)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Rocket Launcher" Blast 9 (Extras: Area- 30ft. Burst) (Flaws: Distracting) (18)
"Moonraker Laser" Blast 6 (Extras: Multiattack) (18)
"Phantom" Blast 6 (Extras: Multiattack) (Inaccurate -1) (17)
"RC-P90" Blast 6 (Extras: Multiattack) (18)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Knife +10 (+3 Damage, DC 18)
PP7/Dostovei/Deutsche +12 (+4 Ranged Damage, DC 19)
Assault Rifle +12 (+5 Ranged Damage, DC 20)
Phantom +10 (+6 Ranged Damage, DC 21)
Rifle/Soviet/Shotgun/Laser/Magnum/RC-P90 +12 (+6 Ranged Damage, DC 21)
Shotgun +6 Area (+6 Damage, DC 21)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +10

Complications:
Responsibility (The British Secret Service)
Addiction (Poon)- Bond pretty much consistently bangs three women in the course of every film.
Relationship (Every Woman, Ever)

Total: Abilities: 84 / Skills: 60--30 / Advantages: 44 / Powers: 0 / Defenses: 18 (176)

-James Bond is naturally a cultural icon akin to any comic book or movie character in the world; he's known in pretty much every country you can think of, and most of the recent releases are in the Top Twenty Highest Grossing Films Of All Times. Despite every movie essentially being the friggin' same, he's so big that every time an actor quits the series, a new one taking over becomes a headline-grabber. Sean Connery was the first- not even bothering to disguise his thick Scottish accent, he played Bond as a bit of an uncompromising, boorish ass (though to be fair, in the novels, it's quite clear that Bond commits rape- Connery is probably the most-accurate to the originals by Ian Fleming). George Lazenby was next, and only got one film, getting a bad reputation for it (my friend was obsessed with hating him, quoting some article where the unproven, amateur actor "gave tips to a trained actress on how to act" while filming). Roger Moore played him next, and did a pretty good job, though the films descended into silliness the longer he was in the role- many of the most-memorable Bond films are his, due to the sheer length of his run.
-Pierce Brosnan was screwed out of the role by NBC (there was probably some nasty politics involved in that- he was free to take the job, but then NBC suddenly renewed the cancelled Remington Steele, and contractually he had to stay on), and it went to Timothy Dalton, who... was a thing. I've never really heard much about his performance one way or the other, but his career didn't really go on past that. Brosnan eventually took back over, and did a good job catching most of the various "Bondian" aspects. Daniel Craig, controversially a blond, took the role next, and played an entirely different kind of intense, moody character in a series of HUGE-budget monster films that did gangbusters at the box office.
-That said, most actual secret agents will tell you Bond is a pretty shitty one. Largely because a real secret agent needs to be able to blend in and be a normal guy. So putting a dramatically-handsome man in an expensive, perfectly-tailored suit, then having him gamble his ass off, bang hot women and smirk his way through everything is a good way to get yourself noticed (ie. shot and bodybagged). Though most of the said agents admit that Bond is still pretty frickin' cool, and none of that "realism" garbage belongs in a movie where a quirky inventor gives the main character a series of outlandish gadgets every episode, anyways. You may as well wonder why Batman's able to beat up a dozen guys in one fistfight, or how a normal man can fight a Class 10 superhuman and not die.
-Bond, as you might expect, is an enormously-expensive character, despite existing in the "real world" more than say, a comic book character who can beat up ten guys at once, does. His statline and points cost matches up pretty closely to my Black Widow build, which is a pretty good indicator of his level, actually. He's PL 6 unarmed, which isn't great, but is plenty good for a movie-verse where he fights Jobbers and gets beaten up pretty good by a giant like Jaws, and then he's PL 8-9 with guns. His trademark PP7 is a lower level than the others, but is unquestionably the best for the job, since a friggin' secret agent isn't gonna be running around wielding a shotgun in the real world. And in the game, your heavy-duty guns are going to draw a LOT of attention.
-I went to include most of the weapons available in the game, though the Golden Gun was left out, as it's unbalancing. The Golden Gun is an Insta-Kill Weapon, likely +10 damage or something like that, but can only hold one bullet at a time. The BEST weapon you can usually carry aside from that (especially in License to Kill mode) is the RC-P90, which has a disgusting rate of fire and great power. It's based off of the FNP 90, a relatively unknown, weird-looking weapon (it looks more like a caulking tube than a gun).

JUMPING FLASH!:
Game Type: First-Person 3-D Action Platformer
Release Date: 1995
Developer: Exact, Ultra

-I actually got a kick out of playing this one on my "PlayStation Demo Pack" CD back in the day. It only had one level, and there weren't a lot of ENEMIES in it, but at the time, bouncing around a 3-D landscape was a pretty novel idea, especially before Mario came along and utterly owned it- Jumping Flash! is actually considered the very FIRST 3-D Platformer! Apparently the game was designed to more or less show off the new PlayStation's capabilities, and was about a robot named Robbit who was trying to find some jet pods to stop Baron Aloha from taking over the world. It reviewed well at the time, and was considered extremely original (though most Next Generation titles were considered this when the systems were brand-new; it was essentially undiscovered country at first), but nowadays just looks dated since gaming has come so much further.
-There were two sequels, but the last one was Japan-exclusive, and did not review well, thus killing the series.

ROBBIT
Role:
Happy Rabbit 'Bot
PL 8 (113)
STRENGTH
2 STAMINA -- AGILITY 6
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 12 (+14)
Perception 4 (+5)

Advantages:
Evasion 2, Improved Initiative, Ranged Attack 8

Powers:
"Robotic Body"
Immunity 30 (Fortitude Effects) [30]
Protection 5 [5]

"Rabbit Legs" Leaping 4 (120 feet) [4]

"Rockets" Blast 8 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) (16) -- [17]
AE: "Laser" Blast 6 (12)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Laser +8 (+6 Ranged Damage, DC 21)
Rockets +8 Area (+8 Ranged Damage, DC 23)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +5, Fortitude --, Will +6

Complications:
Enemy (Baron Aloha)

Total: Abilities: 24 / Skills: 16--8 / Advantages: 11 / Powers: 56 / Defenses: 14 (113)

-"Robbit" is a highly-athletic, leaping Robot with a little bit of hardware.

xxxx

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military, Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)


45) VECTORMAN, GOLDENEYE, JUMPING FLASH! (EAE)
46) GUNSTAR HEROES, SAM & MAX: FP, MANIAC MANSION (EDD)
47) ARAKNOID, CRASH BANDICOOT, PANZER DRAGOON (EBD)
48) FIREFIGHTERS, TWISTED METAL, Y. Jacket, Sweet Tooth (EEB)
49) Darkside, Outlaw, Thumper, Crimson Fury, Warthog, Pit Viper (EEEED)
50) Mr. Grimm, Spectre, Hammerhead, RoadKill, Minion, Twister (EEDECE)
51) Axel, Mr. Slam, Shadow, Grasshopper, Dark Tooth (CCEEEC)
52) CASTLEVANIA, Simon Belmont, Dracula, TY THE T. TIGER (AAE)
53) LEGACY OF KAIN, RISTAR, SUPERMAN (CED)
54) GUARDIAN HEROES, Hero, Girl, Cleric, Undead (CCCC)
55) POCKY & ROCKY, GOD OF WAR, BAYONETTA (EBC)
56) PSYCHONAUTS, KARNOV, BAYONETTA (DEC)
57) DIZZY, DEVIL MAY CRY, ILLUSION OF GAIA (EBE)
58) RESIDENT EVIL, Claire, Chris, Tyrant, BRAVOMAN (AEE)
59) WONDER MOMO, SPY HUNTER, GRIM FANDANGO (ECD)
60) MYSTICAL NINJA, FLASHBACK, SPYRO (EDC)
61) BAYOU BILLY, BROKEN SWORD, D&D, Fighter (DECC)
62) Dwarf, Elf, Cleric, Magic-User, Thief, RADICAL REX (CDDDCE)
63) ALIENS (vs) PREDATOR, Xenomorphs, Predators, Humans (CCDDE)
64) TOMB RAIDER, SLY SPY, D (AEE)
65) KING OF MONSTERS, Geon, Woo, Astro Guy, Poison Ghost (CDDDE)
66) Rocky, Mania, Frogger, Eiffelyte, Clawhead, B.Master, A.Slug (EEEEE)
67) Lavicus, Famardy, BALDUR'S GATE (CEB)
68) WILD GUNS, A.CENTAURI, C. COMMANDO (EED)
69) BLOODRAYNE, RASTAN, PULSEMAN (CEE)
70) DINOS FOR HIRE, EARTHBOUND, Ness, Poo, Other Two Kids (ECCC)
71) METAL GEAR SOLID, Solid Snake, Otacon (AAC)
72) Revolver Ocelot, Psycho Mantis, Meryl, Sniper Wolf (BCED)
73) V.Raven, Decoy Octopus, Grey Fox, Liquid Snake, M.Gear (CEBBB)



Bravoman, Wonder Momo
Last edited by Jabroniville on Wed May 27, 2020 4:53 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Video Games 4

Post by Jabroniville »

SAM & MAX- FREELANCE POLICE:
Game Type: Graphic Adventure Game
Release Date: 1993 (1987 in the comics)
Developer: LucasArts

-Sam & Max go way back to 1987 as a comic book series, which mystifies me, because I thought it originated as a PC Adventure game. All I know is, the first time I saw it, it was a TV series, but I only ever saw one episode before it vanished. It's generally a tongue-in-cheek parody of pop culture, with the two anthropomorphic "Freelance Police" engaging in various silliness. The only thing I remember about the cartoon is that there was some siren in the middle of an episode, completely out of place, as it obscured some of the dialogue. It only lasted for one season, comprised of ten-minute shorts.
-The video games, a PC set of Adventure Games, were highly-popular, and helped make the genre a big one. Unfortunately, the genre has declined badly over the years, ending up with the end of LucasArts (who was the main company behind it). In fact, LucasArts cancelling a sequel to Sam & Max in 2004 is considered one of the most prominent death-knells for the genre.

SAM
Role:
The Straight Man
PL 5 (52)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+4)
Expertise (Streetwise) 2 (+4)
Deception 4 (+5)
Insight 2 (+2)
Investigation 4 (+4)
Perception 4 (+4)
Vehicles 2 (+2)

Advantages:
Equipment 4 (1960 DeSoto Adventurer, .44 Revolver +4), Well-Informed

Offense:
Unarmed +5 (+2 Damage, DC 17)
.44 Revolver +0 (+4 Ranged Damage, DC 19)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3, Fortitude +3, Will +5

Complications:
Obsession (Talking)- Sam knows a lot about various topics, and is prone to go on long-winded speeches about them.
Weakness (Aiming)- Sam does not know how to aim. He doesn't even know what it means.

Total: Abilities: 32 / Skills: 20--10 / Advantages: 5 / Powers: 0 / Defenses: 5 (52)

-Sam is the more calm and rational of the duo, but can be subject to violent breakdowns as well. He's known for being pretty long-winded, and for his dapper fedora.

MAX
Role:
The Crazy One
PL 6 (56)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+8)
Expertise (Streetwise) 2 (+2)
Deception 4 (+4)
Perception 4 (+4)

Advantages:
Equipment 2 (Gun +4), Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 2, Startle

Powers:
Features 1: Somehow Carries a Gun, Despite Being Naked [1]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Gun +2 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +4

Complications:
Responsibility (Insane & Ultra-Violent)- Max is prone to breakdowns and savagery for almost no reason.
Hatred (Being Called A Bunny)- "I'm a lagomoroph. Look it up."

Total: Abilities: 36 / Skills: 16--8 / Advantages: 6 / Powers: 1 / Defenses: 5 (56)

-Max is a "Hyperkinetic Rabbity Thing", known for his crazed grin and his nudity. Somehow, he still manages to carry a gun.

MANIAC MANSION:
Game Type: Graphic Adventure Game
Release Date: 1987
Developer: LucasArts

-The debut of LucasArts. You play as one of a group of '80s Stereotypes who invade a mansion where a mad scientist is planning to suck a cheerleader's "pretty brains out". I only know of this game because it inspired a Canadian TV show that has ALL the hallmarks of Canadian TV- ugly "normal people" actors instead of "Casts Of Beautiful People", god-awful special effects, weird humor that often breaks the fourth wall (an old classic, Puttnam's Prairie Emporium, was a single-set show where the cat puppet character once complained about the hand in his stomach after a body-switch put another character's mind in his body), and a general sense of being low budget. I liked the show as a kid, but now I can't remember a single freaking thing about it except for the fact that the family's son was a child in the body of a heavyset adult male. Not a mentally-handicapped adult- a literal child in an adult's body. And the only part about THAT I remember is that in one episode, he was jealous of a new baby in the family, and had a dream that involved the family cooing over him, then suddenly leaving him as soon as the new baby shows up. It was written by SCTV alumnus Eugene Levy, and starring Joe Flaherty, of the same show.
-In fact, I didn't even know there WAS a game until years later, and was weirded out to see some magazines refer to a Maniac Mansion that I assumed was inspired by the show. But I've never learned anything about it until now. In fact, neither has much to do with the other, aside from both having an inventor named "Fred Edison".
-There was an NES version of the game, but it went through an apparently famous level of censorship, from removing the nude statues to taking out a scene where you blow up a live hamster in a microwave (though that only happened AFTER the game initially shipped, and it got edited out of later ones). It was famously-difficult, however- the puzzles were insane, featured things no player could have possibly known the first time around (something like opening a letter a normal way will render three characters' plotlines unwinnable, and you'd have no way of knowing about it beforehand).

MANIAC MANSION CAST
Role:
Bystanders
PL 0 (3), PL 1 (3) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Pop Culture) 2 (+2)

Advantages:
None

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +2

Complications:
Responsibility (Insane & Ultra-Violent)- Max is prone to breakdowns and savagery for almost no reason.
Hatred (Being Called A Bunny)- "I'm a lagomoroph. Look it up."

Total: Abilities: 0 / Skills: 2--1 / Advantages: 0 / Powers: 0 / Defenses: 2 (3)

-Like a lot (most, even) of Adventure Games, the characters are basically Bystanders put into a crazy world where anything can kill them. So basically it's a team of Larry Laffers who have to luck their way through everything. Though some characters are meant for more expert players than others.

The Specific Cast Members:
JEFF WOODIE- PL 0 (5):
Technology 4 (+4) [2]
-Jeff the Surfer is completely useless- his only special ability is to being able to fix the telephone. An ability BERNARD already has.

MICHAEL F. STOPPE- PL 0 (12):
PRESENCE 3, Expertise (Photographer) 6 (+6) [9]
-Michael is a Photographer, and the only one who can use the darkroom. He can also befriend Weird Ed, an NPC that can help you plan to defeat the Meteor.

BERNARD BERNOULLI- PL 0 (13):
INT 3, Expertise (Science) 3 (+6), Technology 5 (+8) [10]
- A nerdy coward, but the best overall character because he has actual skills and can repair things (some of which is necessary), such as the radio & telephone. His key weakness is that he refuses to even go into the room with the Green Tentacle (is he an anime heroine or something?).

SYD & RAZOR- PL 0 (9):
PRESENCE 2, Expertise (Music) 4 (+6) [6]
-A pair of musicians- Razor is a girl. Both have same skillset- they can use the piano. The game is unwinnable for them if they pull the stamps off the package before giving it to Weird Ed (God this genre is weird).

WENDY- PL 0 (7):
INT 1, Expertise (Writer) 4 (+5) [4]
-An author, she can re-write the sentient, mind-controlling Meteor's manuscript. Has the same problem as Syd & Razor.

DAVE MILLER- PL 0 (3):
-As useless as Jeff, if not moreso. His status as the Generic Guy means that he isn't good at ANYTHING, and as the rest of the cast don't really have weaknesses in play, he's left being the worst one. His girlfriend Sandy is the damsel in distress of the game.

GUNSTAR HEROES:
Game Type: Side-Scrolling Run & Gun
Release Date: 1993
Developer: Treasure

-Treasure was founded by a number of ex-Konami employees, and is generally known for being a tiny studio that makes games of exceptional quality, weirdness, and difficulty. And most of that started with Gunstar Heroes. Released for the Genesis, you play either Gunstar Red or Blue and run & gun your way across various levels, huge bosses, and tons of action. The game works around a simple dynamic- Gunstar Red can run & gun, but only in the direction he's facing, while Gunstar Blue can fire in all eight directions, but must remain stationary in order to do so. This simple effect has a huge influence on gameplay, because certain weapon power-ups work better in some combination.
-Like a lot of Treasure games, sequels were sparse- a 2005 sequel game out for the Game Boy Advance. And as they were Sega loyalists (BASTARDS!), they never showed up on any systems I owned.

GUNSTAR RED
Role:
The Hero, Run & Gunner
PL 10 (111)
STRENGTH
1 STAMINA 4 AGILITY 5
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+7)
Deception 2 (+4)
Expertise (Military) 8 (+9)
Insight 2 (+4)
Perception 4 (+6)
Ranged Attack (Guns) 4 (+12)

Advantages:
Accurate Attack, Defensive Attack, Improved Critical (Guns), Improved Initiative, Ranged Attack 1

Powers:
"Specialized Guns" (Flaws: Easily Removable) [20]
"Force + Chaser" Blast 6 (Feats: Accurate 2, Homing, Ricochet 2, Indirect) (Extras: Multiattack) (24) -- (33 points)
AE: "Force + Force" Blast 7 (Extras: Multiattack) (21)
AE: "Force + Lightning" Damage 8 (Extras: Area- 60ft. Cone) (16)
AE: "Force + Fire" Blast 8 (Extras: Multiattack) (24)
AE: "Lightning + Lighting" Damage 8 (Extras: Area- 30ft. Line) (Damage 6 Without 2 Power-Ups) (16)
AE: "Lightning + Chaser" Damage 8 (Feats: Indirect) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to Non-Bosses -1/2) (21)
AE: "Lightning + Fire" Damage 9 (Feats: Accurate 2, Reach, Improved Critical) & Enhanced Dodge 2 (15)
AE: "Fire + Fire" Blast 6 (Feats: Extended Range 2) (14)
AE: "Fire + Chaser" Blast 8 (Feats: Accurate, Homing) (18)
AE: "Chaser + Chaser" Damage 7 (Extras: Area- 60ft. Shapeable, Penetrating) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Standard Gun +10 (+5 Ranged Damage, DC 20)
Lightning/Fire +9 (+9 Damage, DC 24)
Force/Chaser +14 (+6 Ranged Damage, DC 21)
Force/Force +10 (+7 Ranged Damage, DC 22)
Force/Lightning & Lightning/Lightning & Lightning/Chaser +8 Area (+8 Damage, DC 23)
Force/Fire +10 (+8 Ranged Damage, DC 23)
Fire/Chaser +12 (+8 Ranged Damage, DC 23)
Initiative +9

Defenses:
Dodge +15 (DC 25), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +7

Complications:
Power Loss (Special Powers)- The heroes require Power-Ups to reach their maximum potential, and only certain ones will do. Otherwise, their guns are just Multiattack Blast 5.
Enemy (Colonel Red)

Total: Abilities: 50 / Skills: 26--13 / Advantages: 5 / Powers: 20 / Defenses: 23 (111)

-There are several Power-Ups available, which do different things in combination. "Force" increases your rate of fire (Multiattack), "Lightning" tends to go through enemies (Area), "Chaser" homes in on them (Homing), and "Fire" is effective at close range. Combining them can create some lethal combinations- various levels of Multiattack, Homing, Area Effects (Chaser + Lightning is considered a Game Breaker for its ability to essentially send streaks of damaging energy towards every enemy on-screen, regardless of where you are).
-Gunstar Red can move & fire at the same time, but only in the direction he's pointing. This robs him of Gunstar Blue's accuracy, but he's less vulnerable to enemy attacks, and the Homing & Area Effects counter his aiming difficulties, leaving him equally-accurate in some respects.

GUNSTAR BLUE
Role:
The Hero, Good Aimer
PL 10 (112)
STRENGTH
1 STAMINA 4 AGILITY 5
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+6)
Deception 2 (+4)
Expertise (Military) 8 (+9)
Insight 2 (+4)
Perception 4 (+6)
Ranged Attack (Guns) 3 (+12)

Advantages:
Accurate Attack, Defensive Attack, Improved Aim, Improved Critical (Guns), Improved Initiative, Precise Attack (Ranged/Cover)

Powers:
"Specialized Guns" (Flaws: Easily Removable) [16]
"Force + Chaser" Blast 6 (Feats: Accurate, Homing, Ricochet 2, Indirect) (Extras: Multiattack) (Flaws: Distracting) (17) -- (26 points)
AE: "Force + Force" Blast 7 (Extras: Multiattack) (Flaws: Distracting) (14)
AE: "Force + Lightning" Damage 8 (Extras: Area- 60ft. Cone) (Flaws: Distracting) (8)
AE: "Force + Fire" Blast 8 (Extras: Multiattack) (Flaws: Distracting) (16)
AE: "Lightning + Lighting" Damage 8 (Extras: Area- 30ft. Line) (Flaws: Distracting) (Damage 6 Without 2 Power-Ups) (8)
AE: "Lightning + Chaser" Damage 8 (Feats: Indirect) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to Non-Bosses -1/2, Distracting) (15)
AE: "Lightning + Fire" Damage 9 (Feats: Accurate 2, Reach, Improved Critical) & Enhanced Dodge 4 (17)
AE: "Fire + Fire" Blast 6 (Feats: Extended Range 2) (Flaws: Distracting) (8)
AE: "Fire + Chaser" Blast 8 (Feats: Accurate, Homing) (Flaws: Distracting) (10)
AE: "Chaser + Chaser" Damage 7 (Extras: Area- 60ft. Shapeable, Penetrating) (Flaws: Distracting) (14)

"Stand-Still & Gun Hero" Ranged Attack 4 (Flaws: Distracting) [2]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Standard Gun +12 (+5 Ranged Damage, DC 20)
Lightning/Fire +9 (+9 Damage, DC 24)
Force/Chaser +14 (+6 Ranged Damage, DC 21)
Force/Force +12 (+7 Ranged Damage, DC 22)
Force/Lightning & Lightning/Lightning & Lightning/Chaser +8 Area (+8 Damage, DC 23)
Force/Fire & Fire/Chaser +12 (+8 Ranged Damage, DC 23)
Initiative +9

Defenses:
Dodge +15 (DC 25), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +7

Complications:
Power Loss (Special Powers)- The heroes require Power-Ups to reach their maximum potential, and only certain ones will do. Otherwise, their guns are just Multiattack Blast 5.
Enemy (Colonel Red)

Total: Abilities: 50 / Skills: 24--12 / Advantages: 9 / Powers: 18 / Defenses: 23 (112)

-Gunstar Blue has much better aiming abilities than his partner, but at the cost of movement- while Gunstar Red can Run & Gun, Gunstar Blue is rendered immobile, at which point he can point his gun in any of eight directions. So I gave him the unusual hindrance that all of his attempts to aim are Distracting, making him more vulnerable. So while Blue has a higher offensive PL than Red, he's way worse defensively, so it works out in the end.

PANZER DRAGOON:
Game Type: Shoot 'Em Up (Rail Shooter)
Release Date: 1995
Developer: Sega

-Panzer Dragoon was one of the earliest, and biggest, Sega Saturn games- it was meant to showcase the system's power. I always found the title weird, as I didn't know what "Dragoon" was, and just assumed they were using a different name for Dragon (Dragoons were given their name in France, where a brand of cavalrymen wielded rifles named dragons- Japan just loves the name so much they use it for unrelated things). The game is slightly different from other Shooters, as it's a Rail Shooter where you play a guy riding a blue dragon. The game spans only six levels, each of which is pretty short (this was VERY common in the early days of the Next Generation, actually- the high-end graphics came at the expense of time, so the game companies- much smaller than today's- had to make do with less time). The young rider replaces the slain original rider of the beast in the game's opening, and you have to stop an evil Black Dragon from gaining ultimate power, all while there's a post-cataclysmic backdrop and Imperial Forces and evil machines and what-not.
-This was Sega's attempt to create a game from just about every genre for the Saturn (as they lacked a lot of third-party support), and tried to put a spin on each. As much as the gameplay was good, the FEEL of the thing was extra-special, with an ethereal art style, and some terrific concepts and designs (such as the Moebius-inspired Dragons). Despite the lack of weaponry choices or power-ups, the series got good reviews (the intial game had a stream of 85-90% scores), and was successful enough to have four installments, though hasn't had one since 2002 (Rail Shooters having all but disappeared from Consoles).

KEIL FLUGE
Role:
Dragon Rider, Rookie Hero
PL 9 (74)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+5)
Athletics 8 (+13) -- Flaws: Limited to Riding
Expertise (Survival) 4 (+4)
Perception 2 (+4)
Ranged Combat (Handgun) 4 (+12)

Advantages:
Equipment 2 (Handgun- Blast +5), Improved Aim, Improved Critical (Gun), Precise Attack (Ranged/Cover), Ranged Attack 5, Ultimate Riding Skill

Offense:
Unarmed +5 (+1 Damage, DC 16)
Handgun +12 (+5 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +7

Complications:
Enemy (The Black Dragon)

Total: Abilities: 40 / Skills: 18--9 / Advantages: 11 / Powers: 0 / Defenses: 14 (74)

THE BLUE DRAGON
Role:
Riding Beast
PL 9 (117)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 2 PRESENCE -2

Skills:
Expertise (Survival) 5 (+7)
Intimidation 8 (+6, +8 Size)
Perception 4 (+6)
Ranged Combat (Breath Weapon) 7 (+11)

Advantages:
Improved Critical (Breath Weapon), Ranged Attack 4, Startle

Powers:
"Dragon's Fire" Blast 9 (Feats: Homing) (Extras: Multiattack) [28]
Flight 5 (60 mph) (Flaws: Winged) [5]
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Dragon's Breath +11 (+9 Ranged Damage, DC 24)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +8, Fortitude +9, Will +7

Complications:
Enemy (The Black Dragon)

Total: Abilities: 38 / Skills: 24--12 / Advantages: 6 / Powers: 45 / Defenses: 16 (117)

-The game offers you two different kinds of attacks- the Dragon's Laser-ish Breath Weapon (which is both repeat-firing and homing, giving it great accuracy, even if you suck), and the rider's Handgun, which is better for more precise shooting.

RASTAN:
Game Type: Side-Scrolling Action Platformer
Release Date: 1987
Developer: Taito

-Another in the apparently GIGANTIC list of "Barbarian-Themed Action Platformers From the '80s Jab's Never Heard of", Rastan features pretty much the same stuff as the rest- running, jumping and killing, leading to a final foe: a Dragon. There are six Levels- each containing an outdoor scene, a castle, and a throne room where the level's Boss lies. The game produced two sequels, but nothing huge.

RASTAN
Role:
Barbarian Hero
PL 9 (100)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 7 (+10)
Expertise (Soldier) 7 (+8)
Intimidation 4 (+6)
Perception 4 (+6)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Equipment (Sword +3, Shield +2, Armor +2), Great Endurance, Improved Critical (Sword), Improved Smash, Power Attack, Ranged Attack 2

Powers:
"Upgradeable Weapons" (Flaws: Easily-Removable) [12]
"Fireball-Shooting Sword" Blast 7 (Feats: Accurate 4) (18) -- (20 points)
AE: "Axe" Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 5) (10)
AE: "Mace" Strength-Damage +3 (Feats: Improved Critical, Reach 2) (6)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Sword/Mace +10 (+6 Damage, DC 21)
Axe +10 (+7 Damage, DC 22)
Fireball Blasts +10 (+7 Ranged Damage, DC 22)
Initiative +5

Defenses:
Dodge +8 (+10 Shield, DC 18-20), Parry +10 (+12 Shield, DC 20-22), Toughness +4 (+6 Armor), Fortitude +6, Will +7

Complications:
Enemy (The Dragon)
Power Loss (Upgraded Weapons)- Rastan's weapons and all defensive items will eventually fade after a certain period of time. Only his standard Sword is invincible.

Total: Abilities: 58 / Skills: 22--11 / Advantages: 10 / Powers: 12 / Defenses: 9 (100)

-Rastan is similar to the Legendary Warrior of Rygar, but packs different gear- he's only PL 9 because his game seems much simpler, and both his gear and armor will degenerate over time.

CRASH BANDICOOT:
Game Type: 3-D Action Platformer
Release Date: 1996
Developer: Naughty Dog

-Crash Bandicoot served so many purposes when it debuted- it was part of the second run of games for the inaugural PlayStation, and was openly and obviously being considered Sony's new Platform Mascot, in the brand of Mario and Sonic. Though MUCH more in the vein of Sonic, what with the whole "Animal With Attitude" thing going on. Choosing an anarchic, weird developer (one of their past games is one of the few of the Post-1983 era of video gaming to include nudity- though only with a cheat discovered years after the fact, that almost nobody could ever find by mistake- hilariously, I remember an interview with one of Naughty Dog's founders where he bragged about an "Easter Egg" in a past game that would blow people's minds if it was found out... and recalled it YEARS later, when the secret finally did!), an unlikely animal (early Previews had to explain what a Bandicoot WAS- clearly this was a copycat of Sonic's use of an Echidna for Sonic's Anti-Hero character, Knuckles), a snarky game character, and a string of commercials which features a guy in a Crash costume insulting the heads of Sega & Nintendo for making shitty, inferior products to the PlayStation... this guy was in a lot of things, and one of them definitely WAS my face!
-And so it was with one of the best hype-jobs since Sonic's debut that Crash Bandicoot finally came out in 1996. I begged my parents to buy it for me, happily plopped it in the console... and was kinda... just disappointed. It wasn't BAD, per se- it was just a shockingly-mediocre, standard-issue Platformer when all was said & done (though I don't recall getting very far- I think a combination of boredom and difficulty stunted my willingness to continue). The guy ran in a straight line, hopped on enemies, broke boxes, collected 100 pieces of whatever to earn extra lives, and then fought some small Bosses in "3-D", all of which was just 2-D with the ability to run on the Y-axis sometimes. The Boss Fights were just in a Beat 'Em-Up style format, too! And the graphics, while smooth and colorful, were blocky and quite ugly. And really, the whole thing just cried "Copycat", in spite of his commercials (which, having betrayed Nintendo and become a Sony loyalist, I LOVED). Cripes, he's even saving a female Bandicoot from a Mad Scientist!
-Despite all of that, the game got solid reviews, and naturally did amazingly-well in sales (to the tune of 6.8 million copies)- NEVER underestimate the power of a good ad campaign (look at Body Spray, which sells bajillions of canisters a year all on the promise that the young males using them will immediately be sexually assaulted by a variety of aggressive women). There were a handful of sequels, but were considered to be much worse than the original, and the series soon died, having fallen before the power of the Italian Plumber and the creations of Rare.

CRASH BANDICOOT
Role:
The Hero, Animal With Attitude
PL 8 (97)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 11 (+12)
Close Combat (Stomp/Spin) 2 (+12)
Deception 3 (+6)
Perception 3 (+5)
Persuasion 1 (+4)

Advantages:
Improved Critical (Stomp/Spin), Improved Defense, Ranged Attack 4, Teamwork

Powers:
"Mario Stomp/Crash Spin" Strength-Damage +3 (Feats: Takedown 2) [5]
Leaping 1 (15 feet) [1]
"Bandicoot Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

Offense:
Unarmed +10 (+1 Damage, DC 17)
Stomp/Spin +12 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +7

Complications:
Relationship (Tawna)- Tawna was turned into an anthropomorphic creature, much like Crash.
Enemy (Dr. Neo Cortex)- Neo is an insane super-genius who is turned animals into walking, talking creatures, and wants to take over the world.

Total: Abilities: 56 / Skills: 20--10 / Advantages: 7 / Powers: 6 / Defenses: 18 (97)

-Crash is a pretty generic Platformer Hero. The only semi-unique thing is his "Spin Attack", which can send enemies spiralling into others (which is sort of like Takedown).

Next up: the game with, BY FAR, the greatest opening theme song in the history of video games.

"FEEL THE HEAT!!!... OF THE FIIIIII-IIRE!!"

FARENHEIT:
Game Type: FMV-Based First-Person Graphic Adventure
Release Date: 1995
Developer: Sega Studios

-Like I said before, the initial surge of games meant to take full advantage of this newfangled CD-based Video Game Hardware tended to be FMV-based. Because... CD meant you could make movies! Never mind that you needed PLOT and TALENTED ACTORS to properly make such things- MOVIES YOU GUYS!!! And among the more hilarious of these was Farenheit for the 32X & Sega-CD. In this, you played one of the more-forgotten jobs for video game heroes: Firefighters! Which is funny, because that's one of the most respected and dangerous jobs out there (provided there's an actual fire, anyways. Firefighters actually spend an enormous amount of time standing around doing nothing, which means they either work out or go out and buy food en masse using their fire trucks. Helping girls with their "Firefighter Fetish" is the fact that most end up JACKED because of this).
-Farenheit follows a day in the life of a fire squad the day of three huge infernos (a house, an apartment, and a college service basement)- you have to select the right options to allow the firemen to put out the blaze and avoid death. Given the genre, this means there's a LOT of trial & error going on. The game was actually meant to show off the 32X add-on, but a Sega-CD version was also released... which kind of shows the problem with Sega's multiple peripherals right there. Having to release essentially the same game TWICE in order to support both of 'em...?
-My friend Jordan rented or bought this for his used Sega-CD, and it immediately became a huge hit for our group of friends... entirely due to the AMAZING '80S THEME SONG for the thing. I mean, we played the game for maybe five minutes to listen to the opening exposition, and then probably died pretty quickly because the game is all "make your decision quickly!!... You died!" But THAT SONG. I think we misinterpreted the lyrics to be "TOUCHED... BY THE FIRE!" because I remember it being MUCH louder and faster. All I know is that every time we played GoldenEye and those piss-biscuits forced me to play using "Proximity Mines", every time someone would die by their own Mines, we'd sing the opening lines like that (*dead kid* "AWWWWWW!!!" *other kid* "TOUCHED... BY THE FI-IRE!!")

FIREFIGHTER HEROES
Role:
Real-World Heroes, Chick Magnets
PL 3 (47), PL 5 (47) Defenses
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Athletics 5 (+7)
Expertise (Firefighter) 6 (+6)
Perception 4 (+6)
Persuasion 1 (+4)

Advantages:
Equipment 2 (Oxygen Thingie, Radio, Axe +2), Fearless

Offense:
Unarmed +2 (+2 Damage, DC 17)
Axe +2 (+4 Damage, DC 19)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +3, Fortitude +5, Will +5

Complications:
Enemy (Fire)

Total: Abilities: 32 / Skills: 16--8 / Advantages: 3 / Powers: 0 / Defenses: 4 (47)

-The characters in Farenheit are typical, not extremely-godlike, Firefighters. They're prone to running out of oxygen, or getting skooshed by a falling burning thing or whatevs.

TY THE TASMANIAN TIGER:
Game Type: 3-D Action Platformer
Release Date: 2002
Developer: Krome Studios

-A good sign of how out of video games I eventually became is stuff like this- a game that earns three sequels, yet I've never heard of it. Ty is a true relic- the Animal With Attitude Platformer Hero. Using an animal even more obscure than the echidna or the bandicoot, this one ALSO sticks to the islands of Australia and its neighbors, but gives us the extinct THYLACINE as the main character. Ty's family is trapped in the Dreamtime by an evil Cassowary named Boss Cass, who naturally wants to take over the world. The game got pretty good reviews in spite of its "Copycat" nature, and we got all the way up to Ty 4 in 2015, so there might be more of this guy just yet! Me, I was ready to pass on it entirely until I read that he dealt with Bunyips and Bilbies- the Animal Nerd in me always has to give full credit for developers who don't just go for the obvious, especially when they're in the area around Australia.

TY THE TASMANIAN TIGER
Role:
The Hero
PL 8 (112)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 3 PRESENCE 4

Skills:
Athletics 11 (+12)
Close Combat (Bite) 2 (+12)
Deception 2 (+6)
Perception 2 (+5)
Ranged Combat (Boomerangs 4) (+12)
Stealth 1 (+5)

Advantages:
Improved Aim, Improved Critical (Boomerang), Ranged Attack 4

Powers:
"Thylacine Bite" Strength-Damage +3 [3]
Leaping 1 (15 feet) [1]

"Boomerangs" (Flaws: Easily Removable) [17]
"Kaboomerang" Blast 6 (Extras: Area- 30ft. Burst) (18) -- (27 points)
AE: "Chronorang" Affliction 6 (Speed Rank; Hindered & Vulnerable/Defenseless & Immobile) (Extras: Ranged, Extra Condition) (Inaccurate -1) (17)
AE: "Boomerang- Standard" Blast 4 (Feats: Homing, Ricochet, Variable 2- Flamerang/Zappyrang) (12)
AE: "Aquarang" Blast 4 (Feats: Homing, Ricochet, Features: Works Underwater) (11)
AE: "Frostyrang" Snare 4 (Feats: Homing, Ricochet) (14)
AE: "Frostyrang Into Water" Create Ice 4 (Flaws: Requires Water) (4)
AE: "Zoomerang" Blast 4 (Feats: Homing, Ricochet, Extended Range 2) (Flaws: Distracting) (8)
AE: "Multirang- Standard" Blast 4 (Feats: Homing, Ricochet) (Extras: Multiattack) (14)
AE: "Infrarang" Senses 3 (Infravision, Vision Penetrates Concealment) (3)
AE: "Megarang" Blast 4 (Feats: Homing 2, Ricochet 2) (12)

Offense:
Unarmed +10 (+1 Damage, DC 17)
Bite +12 (+4 Damage, DC 19)
Boomerang +12 (+4 Ranged Damage, DC 19)
Kaboomerang +6 Area (+6 Ranged Damage, DC 21)
Frostyrang +12 (+4 Ranged Affliction, DC 14)
Chronorang +10 (+6 Ranged Affliction, DC 16)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +7

Complications:
Enemy (Boss Cass)

Total: Abilities: 58 / Skills: 22--11 / Advantages: 6 / Powers: 21 / Defenses: 16 (112)

-Ty is your typical Platformer, but with an array of Special Boomerangs instead of simple Stomping.

CASTLEVANIA:
Game Type: Side-Scrolling Action Platformer From Hell
Release Date: 1986
Developer: Konami

-Castlevania (given the AMAZING title of Dracula Satanic Castle in Japan) is considered one of the high points of the original NES, and fits right alongside Metroid and others. Made to be punishingly, brutally difficult, Castlevania throws absolutely everything at the Vampire Hunter called Simon Belmont- if it's horror-themed, it probably threw his ass off of a platform. Dude just had to hop backwards EVERY TIME he got struck- and with a billion enemies on-screen at any given time, that meant your ass was sailing between two tiny platforms more often than not.
-The first game saw a sequel the following year- Simon's Quest was much more open-ended, allowing you to wander wherever you wished. Castlevania III was a return to form. I actually recall little of the series when I was younger, as I never played the originals (I know I saw the sequel being played, though... it looked kinda boring. Just walking and running around doing whatever), and there was only two for the Super NES, and I didn't know anybody who played them. It went 3-D for a bit, then some games went back to 2-D because the first 3-D offerings were legendarily bad for a series generally known for high quality (and difficulty)- particularly Castlevania 64. Symphony of the Night for the PlayStation, is actually very high in a great many lists of "The Greatest Games of All Time" (not greatest games for the PS-X- greatest games PERIOD). Generally speaking, a lot of nerds who are way into gothic horror love the hell out of this series, as the entire style is basically "frilly shirts & bare chests"- in one game, you can even play Alucard, the SON of Dracula, complete with Magical Powers & Metamorphosis! So if you're into Anne Rice or Vampire: The Masquerade, or just hate any game easier than f**kin' Battletoads, this is your thing.
-The story is pretty simple: Dracula resurrects himself every 100 years or so, and a member of the Belmont family must attempt to slay him. Now, why they always go COMPLETELY ALONE into a castle with thousands of flying Medusa Heads and stuff in it is beyond me, but then, you could ask that kind of question of EVERY video game hero (like seriously, Zelda has NOBODY ELSE that can try to rescue her?). I've only ever played the first game, and that's on Game Boy Advance- doing so was basically a Ghosts & Goblins-like contest of "okay, inch forward... and die. Learn from that, inch forward... and die. Then get stuck on this spot for 5 deaths... then die to this next thing." on repeat. The Bosses are apparently a complete nightmare, packing random movement with ranged attacks, while Simon's weapons generally kind of suck in comparison. In short, it's Nintendo Hard.

SIMON BELMONT
Role:
The Hero, Vampire Killer, Sexy Gothic Hero
PL 10 (145)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 10 (+12)
Close Combat (Whip) 2 (+14)
Expertise (The Occult) 10 (+12)
Insight 2 (+5)
Perception 5 (+8)
Stealth 3 (+8)

Advantages:
All-Out Attack, Defensive Attack, Equipment 1 (Gear), Great Endurance, Improved Aim, Improved Critical (Whip) 2, Improved Defense, Improved Initiative, Power Attack, Ranged Attack 8, Takedown 2

Powers:
"Vampire Hunting Gear" (Flaws: Easily Removable) [20]
"Holy Water" Blast 7 (Diminished Range -1) Linked to Snare 8 (Flaws: Source- Hearts) (Diminished Range -1) (28) -- (33 points)
AE: "Whip" Strength-Damage +3 (Feats: Reach 2) (5)
AE: "Daggers" Blast 3 (6)
AE: "Axe" Blast 5 (10)
AE: "Stopwatch" Affliction 10 (Speed Rank; Dazed, Hindered & Vulnerable/Defenseless, Stunned & Prone/Paralyzed) (Extras: Area- 60ft. Burst +2, Extra Condition +2) (Flaws: Limited to 4 Rounds, Unreliable- 5 Uses, Source- Hearts) (20)
AE: "Cross Boomerang" Damage 7 (Extras: Area- 30ft. Line, Secondary Effect) (Flaws: Enemy Gets Second Dodge Attempt on Secondary Effect) (17.5)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Whip +14 (+5 Damage, DC 20)
Daggers +12 (+3 Ranged Damage, DC 18)
Axe +12 (+5 Ranged Damage, DC 20)
Stopwatch +10 Area (+10 Affliction, DC 20)
Cross Boomerang +7 Area (+7 Damage, DC 22)
Holy Water +12 (+7 Ranged Damage & +8 Affliction, DC 22 & 18)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +4, Fortitude +5, Will +9

Complications:
Enemy (Dracula)
Weakness (Knockback)- Simon will automatically leap backwards five feet every time he is struck by an enemy. So if he were to visit a place that just happened to have a bottomless pit every six or seven feet... well, it really wouldn't be his day.

Total: Abilities: 70 / Skills: 32--16 / Advantages: 20 / Powers: 20 / Defenses: 19 (145)

-Simon Belmont is another PL 10-calibre Video Game Hero, owing to his variety of opponents (Mummies, Medusa, Frankenstein & Igor... DRACULA...) and his assortment of great weapons. Okay, he's more like PL 9.5 overall (these games are TOUGH), but close enough. He has the standard Whip, Daggers, Axes, a Stopwatch (it freezes all enemies on screen, at the cost of five "Hearts"), and a Flying Cross that strikes enemies twice if they don't move out of the way of its returning swing- I figure you give 'em a second chance to Dodge, and if they fail, they take the Secondary Effect damage... but if they pass, then they only take the baseline. The BEST weapon, however, is the Holy Water, which allows you to freeze enemies in place AND damage them at the same time!

DRACULA
Role:
The Final Boss
PL 12 (182)
STRENGTH
7 STAMINA -- AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 5

Skills:
Athletics 5 (+12)
Close Combat (Unarmed) 2 (+14)
Expertise (History) 10 (+14)
Insight 6 (+10)
Intimidation 8 (+13)
Perception 8 (+12)
Stealth 3 (+8)

Advantages:
All-Out Attack, Defensive Attack, Improved Aim, Improved Critical 2 (Unarmed, Blast), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 8, Startle, Takedown 2

Powers:
"Immortal Vampire"
Immunity 30 (Fortitude Effects) [30]
Protection 11 [11]

"Fireballs" Blast 7 (Feats: Accurate) (Extras: Multiattack) (22) -- [25]
AE: Teleport 5 (10)
AE: "Vampire's Bite" Weaken Stamina 8 (Flaws: Limited to 1 Point at a Time) (4)
AE: Morph 1 (Monstrous Form) (Extras: Metamorph) (6)
(Monster Stats: ST 10, Toughness 12, Mass 5, FIGHTING 11)

Offense:
Unarmed +14 (+7 Damage, DC 22)
Fireballs +14 (+7 Ranged Damage, DC 22)
Monster Form +13 (+10 Damage, DC 25)
Initiative +9

Defenses:
Dodge +13 (+12 Monster Form, 1DC 23), Parry +13 (+12 Monster Form, DC 23), Toughness +11 (+12 Monster Form), Fortitude --, Will +9

Complications:
Enemy (The Belmont Family)

Total: Abilities: 72 / Skills: 42--21 / Advantages: 19 / Powers: 56 / Defenses: 14 (182)

-Dracula is a bored-looking, pale, Gothed-up menace in most Castlevania games, though the original goes for the hyper old-school "Old Man In Red & Black Cape" thing, in addition to letting him turn into a bipedal Bat Monster who fights differently. He's a classic "SNK Boss", owing to his ability to Teleport (which generally puts him right on top of you, and that naturally does damage), and much of your best gear isn't useable- it's just a battle of attrition. He's PL 11.5-12 all over, making him dangerous to poor PL 9.5 Simon. He can Teleport, Blast away, or just turn into a Metamorphed giant monster and beat you to death. Later games naturally include many OTHER forms, such as a pile of corpses or whatever.

SUPERMAN- Video Game Version
Role:
Weak-Ass Flying Hero
PL 8 (182)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 2 (+12)
Deception 6 (+11)
Expertise (Farming) 2 (+5)
Expertise (Reporter) 7 (+10)
Insight 4 (+8)
Intimidation 1 (+6)
Investigation 5 (+9)
Perception 10 (+14)
Ranged Combat (Heat Vision) 4 (+11)
Technology 3 (+6)

Advantages:
Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Inspire, Interpose, Move-By Action, Power Attack, Ranged Attack 3, Takedown, Teamwork, Ultimate Strength Check, Ultimate Will Save

Powers:
"Piss-Poor Version of Kryptonian Physiology"

"More Powerful Than a Street Thug" Power-Lifting 2 (6 tons) [2]
Immunity 6 (Poison, Aging, Heat, Cold, Pressure, Vaccum) [6]

"Heat Vision" Blast 5 [10]

"Faster Than a Speeding Softball"
Flight 5 (60 mph) [10]
Movement 1 (Space Travel 1) [2]

Senses 15 (Extended Vision & Hearing 2, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [15]

Offense:
Unarmed +12 (+6 Damage, DC 21)
Heat Vision +11 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +6, Fortitude +7, Will +10

Complications:
Enemy (Lex Luthor, Darkseid, Doomsday, Others)
Relationship (Lois Lane, Jimm Olsen, Ma & Pa Kent)

Total: Abilities: 82 / Skills: 46--23 / Advantages: 15 / Powers: 45 / Defenses: 17 (182)

-For some reason, Superman has always been one of those superheroes whose games have managed to ABSOLUTELY SUCK. I think it's because, like the Silver Surfer, he's just SO powerful that any video game that tries to produce an actual challenge (ie. some stuff can kill you) ends up being completely disingenuous to the whole concept of the character. In Superman's case, he's often left traipsing around on the ground, FIGHTING THUGS as if that's what Superman's all about. Though there's also the fact that his varied powers all cause trouble for game engines- since flight is so iconic to Supes, you have to have "Flying Levels", or at least the ability to fly. This makes Beat 'Em Ups & Platformers weird. But as he's also a melee fighter, having him in Shoot 'Em Ups (which at least makes SENSE for the Surfer) also doesn't quite work. So developers are left creating a game that renders SUPERMAN of all people into a vulnerable Video Game character, and building an engine that allows for both melee combat, ranged combat, and aerial combat. In short: it's a nightmare.
-The Life & Death of Superman game for the SNES era of consoles was okay, but basically your typical Final Fight-style Beat 'Em Up, which is quite distinctive for its use of common thugs as foes that can actually damage the Man of Steel (and his contemporaries, as it allows you to play all of the Reign of Supermen guys). But disaster struck with Superman 64, which added the Polygon Ceiling and the fact that hundreds of developers were new to this whole "3-D" thing... in short, it was not only a disaster, but one of the most-commonly-stated choices for the title of Worst Video Game Of All Time. And that's against garbage like Bubsy 3-D! The game wasn't just considered broken or bad... it was borderline unplayable crap that was glitchy and horribly-animated.
-So here's the Video Game Superman, who basically takes everything that Superman is, and reduces it into a barely-adequate package that turns common thugs into dangerous adversaries.

RISTAR:
Game Type: Side-Scrolling Action Platformer
Release Date: 1995
Developer: Sonic Team/Sega

-Ristar (Shooting Star in Japan) is a typical Platformer, but came out very, very late in the 16-bit era (its contemporaries are more Toshinden and Twisted Metal than Cool Spot). For this reason, his impact on history was pretty minor, but the game was quite good, if extremely easy. Playing it on my Genesis Collection, it was unchallenging to the point of being boring, but you could see the influence of Sonic Team on its design. It was well-received and well-reviewed (though by this point it was about the 40,000th Platformer Game to have been released, so it failed in "Innovation"), but coming out with a game like this in 1995 (three months before the debut of the Sega Saturn) wasn't exactly a prescription for success- Ristar has never appeared in another game. That said, he's appeared quite frequently on "Forgotten Games Worth Another Look"-type lists, as it was well-made enough to be notable.

RISTAR
Role:
The Hero
PL 8 (93)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 3 PRESENCE 4

Skills:
Athletics 11 (+12)
Perception 2 (+5)
Stealth 1 (+5)

Advantages:
Improved Aim, Improved Critical (Headbutt), Ranged Attack 4

Powers:
"Headbutt" Strength-Damage +3 [3]
"Meteor Strike" Strength-Damage +2 (Flaws: Limited to While Leaping) [1]

Elongation 1 (Flaws: Limited to Arms) [0.5]
Movement 1 (Swinging) [2]
Leaping 3 (60 feet) (Flaws: Requires Handhold & Spinning Time) [1.5]

Offense:
Unarmed +10 (+1 Damage, DC 17)
Headbutt +10 (+4 Damage, DC 19)
Meteor Strike +10 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +7

Complications:
Enemy (Kaiser Greedy)- The evil Space Piriate has taken over Ristar's homeworld via mind control.

Total: Abilities: 58 / Skills: 14--7 / Advantages: 6 / Powers: 8 / Defenses: 14 (93)

-Ristar is like any other Platformer, but his gimmick is that he has extremely extendible arms that he uses to grab enemies, then "draw" his body towards them with a vicious headbutt. He can also use them to swing around, open treasure chests, etc. He's a PL 7 character with a PL 8 "Meteor Strike" that he can only reach if he's been doing his "Spin around an axis" trick.

LEGACY OF KAIN:
Game Type: Side-Scrolling Action Platformer
Release Date: 1996
Developer: Silicon Knights/Crystal Dynamics

-Wow, this was a big series during "My Era" of the PlayStation era, but I'll be damned if I could tell you anything about this game series. It's an Action/Adventure/RPG (translation: Zelda/Castlevania- it even has the overhead viewpoint of Zelda in the first game) game where you play an Anti-Hero Vampire in a Gothic setting (actually called Nosgoth) against other guys. The art style looks like they stuck comic book superheroes in a world sprung from the music of Skinny Puppy, and your guy has tons of super-powers. He's also vaguely-evil, as he's a blood-sucking vampire who ends up ruling Nosgoth and kind of ensuring its damnation or whatever. The series spawned numerous sequels (the future of which is up in the air, as a few recent games have turned into Vaporware), and generally draw reviews in the 70-80% range- good enough for government work, but nobody's going crazy over it, I guess. Only in the first game (Blood Omen) do you play the titular Kain- later gaves have you playing his lieutenant Raziel.

KAIN
Role:
Vampiric Anti-Hero
PL 9 (189), PL 10 (189) With Repel
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Athletics 4 (+10)
Expertise (Nobleman) 6 (+9)
Expertise (The Occult) 6 (+9)
Insight 3 (+6)
Intimidation 5 (+9)
Perception 4 (+7)
Stealth 2 (+6)

Advantages:
All-Out Attack, Equipment 2 (Gear: Anti-Toxin, Sword/Axe/Mace +2), Improved Critical (Magic), Ranged Attack 6, Startle

Powers:
"Weapons & Gear" (Flaws: Easily Removable) [19]
"Fond of Putrescence" Blast 6 (Extras: Secondary Effect) Linked to Weaken Toughness 6 (Extras: Ranged) (Dim. Range -1) (29) -- (31 points)
AE: "Implode" Blast 6 (Extras: Penetrating) (Diminished Range -1) (17)
AE: "Slow Time" Affliction 8 (Speed Rank; Dazed & Hindered/Defenseless & Stunned) (Extras: Area- 30ft. Burst) (16)

"Magical Spells"
"Spirit Death" Blast 8 (Extras: Will Save) (24) -- [34]
AE: "Sanctuary" Teleport 20 (Flaws: Limited to His Crypt) (20)
AE: "Light" Environment 5 (Light) (5)
AE: "Energy Bolt" Blast 6 (Feats: Accurate) (13)
AE: "Stun" Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (16)
AE: "Inspire Hate" Affliction 8 (Will; Dazed/Compelled/Controlled) (Extras: Area- 30ft. Burst) (Flaws: Limited to Attacking Each Other) (8)
AE: Mind Control 6 (24)
AE: "Blood Gout" Weaken Stamina 8 (Extras: Ranged) (16)
AE: "Blood Shower" Weaken Stamina 8 (Extras: Area- 30ft. Burst) (16)
AE: "Lightning" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Limited to Outdoors) (8)
AE: "Drink Blood" Weaken Stamina 8 (Flaws: Limited to One Rank Per Round) (4)

"Repel" Protection 4 (Extras: Impervious 9) (Flaws: Fades) [11]

"Flame Sword" (Flaws: Easily Removable) [6]
Strength-Damage +3 (Extras: Penetrating 7) (10 points)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Sword/Axe/Mace +10 (+8 Damage, DC 23)
Mind Control -- (+6 Perception-Ranged Affliction, DC 16)
Energy Bolt +12 (+6 Ranged Damage, DC 21)
Stun +10 (+8 Ranged Affliction, DC 18)
Inspire Hate +8 Area (+8 Affliction, DC 18)
Drink Blood +10 (+8 Weaken, DC 18)
Blood Gout +10 (+8 Ranged Weaken, DC 18)
Blood Shower +8 Area (+8 Weaken, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6 (+10 Repel), Fortitude +8, Will +8

Complications:
Motivation (Revenge)- Kain was a nobleman who has allowed himself to be turned into a vampire in order to exact revenge on his killers.
Power Loss (Magic)- Kain has a finite amount of Magical Power, and it must be restored over time.
Weakness (Ill Health)- As a vampire, Kain's health diminishes with time, and must be restored with blood.

Total: Abilities: 80 / Skills: 30--15 / Advantages: 11 / Powers: 70 / Defenses: 13 (189)

-This is as much as I can figure out- modern games are a RIGHTEOUS pain to stat unless you're very familiar with the characters (which is why you won't see too many modern series from me). Kain is a Vampire (with a Fortitude Save, because he can be poisoned and stuff) with some Magical Powers and some weapons. Annoyingly, he's got a "Repel" power which boosts his Toughness, which is either a MONSTROUS temporary (Fades) Immunity, or a PL-breaking Protection boost. Some stuff just isn't a pretty fit for M&M, and that kind of stuff (it's basically short-ranged Invincibility) is that.
-He apparently has access to Magical Armor: Iron (toughness boost- Protection), Bone (weaker undead ignore Kain- Perception-Area Mind Control), Chaos (enemies receive the same damage- Damaging Aura), Flesh (automatically drains blood from beaten foes) and Wraith (damage is split between health and... magic vials. Whatever the hell those are). Eventually, he also picks up the Flame Sword (better than his baseline Equipment) and the Soul Reaver (shit, that's probably where the guy from my old writing community got the name for one of his characters from), which kills enemies with one hit, but won't let you use Magic if you have it.

GUARDIAN HEROES:
Game Type: Side-Scrolling Beat 'Em Up (w/ RPG Elements)
Release Date: 1996
Developer: Treasure

-Guardian Heroes is the living definition of a "Cult Classic". It was released as part of a dying genre, for a failing system, in an art style that was now considered passe as well... and yet, it was exceptionally well-made (with Treasure developing it, that's no surprise), featured an anime art style back when that was becoming increasingly popular in nerd-circles (though the opening video almost looks like a parody of anime, with deformed, HUGE-eyed characters with elongated mouths), and altered the basic Beat 'Em Up formula with RPG elements (such as dialogue & branching paths due to your choices, and customizable stats). The anime fanboy-inspired Diehard Gamefan magazine went NUTS for it, hyping it constantly, and I've read more than one column by game reviewers who worshipped its frenetic style as well. It's graphics, a bit jagged-edged and not very fluid, were way out of date back then (though, like a lot of Next Gen games, the 2-D sprites hold up better than the 3-D pixelated nonsense does today), and so it wasn't a hot seller. Naturally, the years were much kinder to it, to the point where it's almost always considered one of the Top Ten Saturn games.
-Also differentiating things are the multiple planes of combat- upper, middle and lower planes where you can "roll" up and down. This increases the size of the battlefield (kind of a necessity, given the sheer number of characters- up to SIX PLAYERS can play at once!). There's even a "Versus" mode that's out of the game's storyline, allowing you to play a series of one-on-one fights, and even play as a the game's villains and NPCs! Granted, Double Dragon instituted this ten years earlier, but that function had disappeared from most games since then! You play a quartet of heroes (and one Undead) who defend the Earth Spirits against the Sky Spirits.

SAMUEL HAN
Role:
The Big Guy
PL 9 (93)
STRENGTH
4 STAMINA 5 AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 3 (+7)
Close Combat (Sword) 1 (+11)
Expertise (Soldier) 5 (+5)
Intimidation 5 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Equipment 1 (Sword +3- Reach, Armor +1), Fearless, Improved Critical (Sword), Power Attack, Ranged Attack 4, Startle, Takedown 2

Powers:
"Flaming Attack" Strength-Damage +2 (Inaccurate -1) [1]
"Fireball" Blast 4 (Feats: Accurate 2, Homing) [11]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Sword +11 (+7 Damage, DC 22)
Flaming Attack +9 (+9 Damage, DC 24)
Fireball +8 (+4 Ranged Damage, DC 19)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5 (+6 Armor), Fortitude +7, Will +7

Complications:
Enemy (The Sky Spirits)

Total: Abilities: 40 / Skills: 18--9 / Advantages: 12 / Powers: 12 / Defenses: 20 (93)

-Samuel is the "Strong Guy" of the team, generally moving and fighting at a much slower pace than the others. He starts off the game with the Golden Sword, but it soon ends up in the hands of the Undead Hero.

RANDY M. GREEN
Role:
The Fragile Wizard
PL 9 (116)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+6)
Expertise (Magic) 5 (+9)
Perception 4 (+6)
Ranged Combat (Magic) 2 (+10)

Advantages:
Equipment 1 (Golden Staff +1), Improved Critical (Magic), Minion 2 (Nando- Familiar), Power Attack, Ranged Attack 4

Powers:
"Magical Might"
"Ground Freeze" Snare 6 (Extras: Area- 30ft. Burst, Selective) (Flaws: Touch Range) (24) -- [29]
AE: "Fireball/Lightning" Blast 8 (Feats: Homing, Variable Descriptor) (18)
AE: "Heat Ray" Damage 8 (Extras: Area- 30ft. Line) (16)
AE: "Staff Attacks" Strength-Damage +2 (2)
AE: "Super Magic Tornado" Damage 8 (Extras: Area- 30ft. Cylinder) (16)
AE: "Lightning Circle" Damage 8 (Extras: Area- 30ft. Burst) (16)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Staff +10 (+2 Damage, DC 17)
Staff Attacks +10 (+4 Damage, DC 19)
Fireball +10 (+8 Ranged Damage, DC 23)
Heat Ray/Lightning Circle +8 Area (+8 Damage, DC 23)
Ground Freeze +6 Area (+6 Affliction, DC 16)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +2, Fortitude +4, Will +7

Complications:
Enemy (The Sky Spirits)

Total: Abilities: 54 / Skills: 16--8 / Advantages: 9 / Powers: 29 / Defenses: 16 (116)

-Randy is a fragile Wizard, but packs a ton of magical hitting power- he's the best ranged fighter in the game.

GINJIROU IBUSHI
Role:
The Ninja
PL 9 (139)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 14 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 10 (+12)
Expertise (Ninja) 7 (+9)
Intimidation 3 (+6)
Perception 4 (+7)

Advantages:
All-Out Attack, Equipment 1 (Sword +2), Improved Critical 2 (Sword, Lightning), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 5, Uncanny Dodge

Powers:
"Thunderspell" Damage 8 (Extras: Area- 30ft. Cylinder) (16) -- [20]
AE: "Multi-Hit Combos" Strength-Damage +0 (Feats: Variable- Any Weapon Held) (Extras: Multiattack 4) (4)
AE: "Thunder Palm" Blast 5 (Feats: Accurate) (11)
AE: "Thunder & Lightning" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Electric Mist" Damage 8 (Extras: Area- 30ft. Shapeable) (16)

"Shadowless Dash" Speed 2 (8 mph) (2) -- [3]
AE: "Mirage Sky Dance" Leaping 2 (30 feet) (2)

Offense:
Unarmed +14 (+2 Damage, DC 17)
Sword +14 (+4 Damage, DC 19)
Thunder Palms +12 (+5 Ranged Damage, DC 20)
Thunder & Lightning +12 (+6 Damage, DC 21)
Electric Mist/Thunderspell +8 Area (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4, Fortitude +5, Will +7

Complications:
Enemy (The Sky Spirits)

Total: Abilities: 78 / Skills: 24--12 / Advantages: 13 / Powers: 23 / Defenses: 13 (139)

-Ginjirou is as deadly martial artist whose specialty is to dive into melee and lash out with tremendous multi-hit combos (often dozens of hits in length- some can apparently hit over *100*!!).

NICOLE (aka Nicore)
Role:
The Cleric, Barrier Warrior
PL 9 (123)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+7)
Expertise (Cleric) 5 (+8)
Perception 2 (+5)
Persuasion 2 (+5)

Advantages:
Equipment 1 (Staff +1), Improved Critical (Magic), Power Attack, Ranged Attack 4

Powers:
"Magical Might"
"Healing Circle" Healing 7 (Extras: Area- 30ft. Burst, Selective) Linked to Damage 3 (Extras: Area- 30ft. Burst, Selective) (37) -- [41]
AE: "Barrier" Damage 9 (Extras: Area- 30ft. Burst, Selective) (Flaws: Last 2 Ranks Only if Enemy Is Against Something) (23)
AE: "Smiley Staff" Blast 5 (Feats: Accurate 2) (12)
AE: "Rocket Jump" Flight 2 (8 mph) (Flaws: Low Ceiling) (2)
AE: "Fireball" Blast 5 (Feats: Homing, Accurate 2) (13)

Offense:
Unarmed +10 (+0 Damage, DC 15)
Staff +10 (+1 Damage, DC 16)
Barrier +7-9 Area (+7-9 Damage, DC 22-24)
Smiley Staff +10 (+5 Ranged Damage, DC 20)
Fireball +10 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +2, Fortitude +4, Will +7

Complications:
Enemy (The Sky Spirits)

Total: Abilities: 52 / Skills: 12--6 / Advantages: 8 / Powers: 41 / Defenses: 16 (123)

-Humourosly, Nicole was given the name "Nicore" in the dub, thanks to the trademark L/R confusion when translating between Japanese & English. Nicole's magic gives off various "Smiley Face" effects. She's the only Healer in the game, but is the most useless fighter. Her best attack is the Barrier, which can push enemies away while damaging them... but if they're trapped against something, they take even MORE damage!

SERENA CORSAIR
Role:
Villain Turned Good
PL 9 (139)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+8)
Expertise (Soldier) 5 (+7)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 2 (+5)

Advantages:
Accurate Attack, Equipment 1 (Sword +3, Armor +1), Improved Critical 2 (Sword, Freezing Magic), Improved Defense, Power Attack, Ranged Attack 5

Powers:
"Magical Might"
"Angel Breath" Snare 7 (Extras: Area- 30ft. Cylinder, Selective) (Flaws: Touch Range) (28) -- [32]
AE: "Valkyrie Javelin" Snare 8 (Extras: Area- 30ft. Line) (Flaws: Touch Range) (16)
AE: "Sonic Boom" Blast 5 (Feast: Accurate) (11)
AE: "Phoenix Arrow/Byakko Fang/Thor Hammer" Blast 7 (Feats: Variable- Fire, Ice or Lightning) (15)
AE: "Moon Slicer" Strength-Damage +2 (Inaccurate -1) (1)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Sword +13 (+5 Damage, DC 20)
Moon Slicer +11 (+7 Damage, DC 22)
Sonic Boom +12 (+5 Ranged Damage, DC 20)
Phoenix Arrow +10 (+7 Ranged Damage, DC 22)
Javelin +8 Area (+8 Affliction, DC 18)
Angel Breath +7 Area (+7 Affliction, DC 17)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +4 (+5 Armor), Fortitude +5, Will +7

Complications:
Enemy (The Sky Spirits)

Total: Abilities: 74 / Skills: 20--10 / Advantages: 11 / Powers: 32 / Defenses: 12 (139)

-Serena is an enemy character who becomes playable after you beat the game for the first time. She has an average statline, but a great deal of variety- Magic AND Combat! Her specialty is freezing enemies with her Magic, leaving them vulnerable.

THE UNDEAD HERO
Role:
Controlled Monster
PL 9 (59)
STRENGTH
4 STAMINA -- AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
Athletics 6 (+10)
Perception 6 (+6)

Advantages:
All-Out Attack, Improved Critical (Sword), Power Attack

Powers:
"The Golden Sword" (Flaws: Easily Removable) [3]
Strength-Damagte +4 (Feats: Improved Critical) (5 points)

"Undead Hero"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Sword +10 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +6, Fortitude --, Will --

Complications:
None

Total: Abilities: 2 / Skills: 12--6 / Advantages: 3 / Powers: 39 / Defenses: 9 (59)

-The Undead Hero rises from his grave soon after the game's opening sequence, and takes Samuel Han's Golden Sword in the process. Revealed to be a long-dead hero, he soon comes under the control of the heroes, who can give him simple commands (Follow, Wait, Attack, Defend, and Berserk).

BAYONETTA:
Game Type: 3-D Beat 'Em Up
Release Date: 2009
Developer: PlatinumGames

-If there is any game that best defines what modern gaming is, Bayonetta is it. A mindless Hack & Slash game based around a chick in an outfit so tight that it's basically a nude body painted black, with high heels so ridiculous that a Monster High character would go "UH-uh", using a fighting style that mixes "Spinning Makes Everything Work" and firing guns on your feet, magical attacks that leave her nude, and a labyrinthine plot that involves a Witch fighting other Witches, Angels, and the forces of Heaven, while summoning demons with her hair. I read all that and I'm like "YUP- modern video game, right there".
-Nonetheless, the game sold pretty well (it got a sequel, anyways) and got great reviews, and even some of the feminists cut it some slack, as the character apparently "owns her sexuality", and the creators were basically like "this game is about faps" (well, okay, he said "Sexiness" and "Style" and "ripping off Devil May Cry", but he means faps). So the "Sex-Positive" branch of feminism (note: Feminism is comprised of numerous sub-sections, each of which is trying to consume the others and paint them as evil). Others were basically annoyed at the "you can take her clothes off by doing her super-attacks!" mentality. The game is so relentlessly over-the-top with its approach to T&A that nobody could take any aspect of it seriously (personally, I'm just weirded out by how f*ckin' long her arms and legs are in comparison to the rest of her- like TV Tropes said, "it's like a sexualized version of Slender Man"), but there's a question as to how much is a deliberate joke, and how much is just the developers fappin'. In my experience, women are more like to laugh and be amused by this type of sexuality than being offended or angry- it's just the edges of society that get up in arms over stuff like this. When my group of friends played Mortal Kombat's revamp, the girls LOVED playing as Mileena, and laughed uproariously and her "ooo-OOOO-oooh!" style of fondling herself and wiggling her hips.

BAYONETTA
Role:
Witchy Woman, Outlandish Weapon-User, Anti-Hero
PL 11 (214)
STRENGTH
6 STAMINA 6 AGILITY 6
FIGHTING 13 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 8 (+14)
Athletics 8 (+14)
Deception 2 (+6, +11 Attractive)
Expertise (Magic) 8 (+10)
Insight 3 (+6)
Intimidation 3 (+7)
Perception 4 (+7)
Persuasion 2 (+6, +11 Attractive)

Advantages:
Accurate Attack, All-Out Attack, Attractive 2, Equipment 5 (Sword +3, Whip +3- Reach 2, Guns- Blast 7- Multiattack), Improved Critical 2 (Guns), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 8

Powers:
"Witch Physiology"
Immunity 1 (Aging) [1]
Regeneration 4 (Flaws: Source- Lollipops) [2]
"Double-Jump" Leaping 2 (30 feet) [2]
"Modern-Day Beat 'Em Up Fighter" Strength-Damage +0 (Feats: Variable- Any Weapon) (Extras: Multiattack 9) [10]

"Magical Might"
"Hair Demons" Summon 6 (Extras: 2 Minions +2, Horde, Heroic +2, Variable- Demonic) (48) -- [50]
AE: "Hair Weapons" Strength-Damage +4 (Feats: Reach 5, Improved Critical 2) (11)
AE: "Panther Form" Morph 1 (Panther) (Feats: Metamorph) (6)

Offense:
Unarmed +13 (+6 Damage, DC 21)
Sword/Whip +13 (+9 Damage, DC 24)
Guns +14 (+7 Ranged Damage, DC 22)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +6, Fortitude +8, Will +7

Complications:
Enemy (Heaven, Other Evil Witches)

Total: Abilities: 92 / Skills: 38--19 / Advantages: 22 / Powers: 65 / Defenses: 16 (214)

-Like many modern Video Game characters, Bayonetta packs dozens of powers, a ton of weapons, and an insane fighting style onto her character, making her pricier and higher in power than most. This is a far cry from Mario, Sonic or the M.C. Kids bouncing on the heads of enemies; Bayonetta basically charges into melee, firing thousands of shots per minute, murdering a dozen giant demons at once.

DEVIL MAY CRY:
Game Type: 3-D Beat 'Em Up
Release Date: 2009
Developer: Capcom

-Capcom's DMC series has become one of the more popular "modern" series, generally known for its relentless Hack & Slash-style gameplay and it's "Modern Anime" style, as anime has shifted from muscular Shonen Jump protagonists to longer-haired pretty-boys in stylish long jackets (hell, even Shonen Jump uses the same style now). Naturally, the whole thing takes loads from The Divine Comedy, as characters are named Dante & Virgil, and the main enemies are Demons, whom Dante is compelled to destroy.
-Funnily enough, though the Beat 'Em Up genre is long-since dead in its original form, it's alive and well in theory... games like Devil May Cry, Bayonetta and even Kingdom Hearts are all basically the same genre, just merged into 3-D worlds. Though now they're more focused on crazy combos and outlandish powers than plain, ordinary throwing trash cans upside the heads of fools. But really, it's the same thing as Final Fight, and any protestations are just pretense. It's just Big Dumb Action personified.

DANTE
Role:
Demon Hunter
PL 12 (211)
STRENGTH
6 STAMINA 6 AGILITY 6
FIGHTING 13 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 10 (+16)
Athletics 10 (+13)
Deception 4 (+7)
Expertise (Demonology) 9 (+11)
Insight 4 (+8)
Intimidation 3 (+6)
Perception 2 (+6)
Persuasion 2 (+5)

Advantages:
Accurate Attack, All-Out Attack, Defensive Roll, Equipment 5 (Sword +3, Whip +3- Reach 2, "Ebony & Ivory" Guns +6 Multiattack), Improved Critical 3 (Guns 1, Swords 2), Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Power Attack, Ranged Attack 9, Seize Initiative, Uncanny Dodge

Powers:
"Super-Parkour Demon Hunter"
Leaping 1 (15 feet) [1]
Speed 2 (8 mph) [2]
Immunity 1 (Drowning) [1]
Regeneration 8 [8]
"Modern-Day Beat 'Em Up Fighter" Strength-Damage +0 (Feats: Variable- Any Weapon) (Extras: Multiattack 10) [11]

"Magical Swords- Sparda, Yamato, etc." (Flaws: Easily Removable) [7]
Strength-Damage +4 (Feats: Improved Critical, Reach) (Extras: Penetrating 5) (11 points)

"Devil Trigger- Demonic Forms" Shapeshift 4 (Flaws: Limited to Forms Based On Current Weapon Held, Source- "Demon Gauge" After Repeated Slayings) [24]
(Powers: Strength & Stamina Boosts, Flight, Regeneration, Fireballs)

Offense:
Unarmed +13 (+6 Damage, DC 21)
Sword +13 (+10 Damage, DC 25)
Demonic Strength +13 (+11 Damage, DC 26)
Guns +15 (+5 Ranged Damage, DC 20)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +6 (+7 D.Roll), Fortitude +8, Will +8

Complications:
Enemy (Demons)- They killed his mother. It's personal.
Enemy (Vergil)- His twin.

Total: Abilities: 92 / Skills: 44--22 / Advantages: 27 / Powers: 54 / Defenses: 16 (211)

-There are approximately 50,000 paragraphs worth of text out there about Dante and his abilities, but I think I narrowed it down a bit here. Needless to say, he's insanely tough, and basically a Power Geek's fantasy in his game series, where he whups on Giant Demons with huge, multiattacked Combos.

POCKY & ROCKY:
Game Type: Overhead Run & Gun/Adventure Game
Release Date: 1993
Developer: Taito

-Huh, I always thought this was a Genesis exclusive for some reason. Pocky & Rocky is another one of those "I've heard OF it, but never PLAYED it" games. It's actually a sequel to a 1986 Arcade Game called Knight Boy over here, and features a miko (shrine maiden in the Shinto religion) and her Tanuki (raccoon dog) companion in an overhead shooter. Unlike many games of its type, it can be a 2-player game. It's also very, VERY culturally "Japanese", involving their religion, mythology (Tanuki are given high status there, and your enemies include things like Kappas- the inspiration for Mario's Koopas) and more- which makes it all the more interesting that the games were localized over here. The game was reviewed pretty well, and is considered a simple, easy-to-play kids' game with simplistic graphics- it got a sequel for the SNES, and another for the Game Boy Advance.

POCKY
Role:
Young Adventurer
PL 7 (96)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+9)
Expertise (Religion) 8 (+8)
Insight 2 (+5)
Perception 2 (+5)
Ranged Combat (Ofuda) 4 (+10)

Advantages:
Accurate Attack, Equipment 2 (Bombs), Improved Aim, Improved Critical (Ofuda), Improved Defense, Power Attack, Ranged Attack 4

Powers:
"Shrine Maiden Weapons" (Flaws: Easily Removable) [6]
"Ofuda" Blast 4 (8) -- (9 points)
AE: "Gohei" Strength-Damage +3 (3)

"Sliding Strike" Strength-Damage +4 (Flaws: Requires Partner) [2]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Gohei +10 (+4 Damage, DC 19)
Sliding Strike +10 (+5 Damage, DC 20)
Ofuda Toss +10 (+4 Ranged Damage, DC 19)
Bombs +6 Area (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +7

Complications:
Relationship (Rocky)

Total: Abilities: 52 / Skills: 24--12 / Advantages: 11 / Powers: 8 / Defenses: 13 (96)

ROCKY
Role:
Animal Companion
PL 7 (100)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+9)
Expertise (Religion) 8 (+8)
Insight 2 (+5)
Perception 2 (+5)
Ranged Combat (Ofuda) 4 (+10)

Advantages:
Accurate Attack, Equipment 2 (Bombs), Improved Aim, Improved Critical (Ofuda), Improved Defense, Power Attack, Ranged Attack 4

Powers:
"Leaf Toss" Blast 4 (Flaws: Requires Leaves) (4) -- [8]
AE: "Tail Strike" Strength-Damage +3 (3)
AE: "Sliding Strike" Strength-Damage +4 (Flaws: Requires Partner) (2)
AE: "Statue Form" Protection 8 (Flaws: Immobile -2) (2)

"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Tail Strike +10 (+4 Damage, DC 19)
Sliding Strike +9 (+5 Damage, DC 20)
Leaf Toss +10 (+4 Ranged Damage, DC 19)
Bombs +6 Area (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +7

Complications:
Relationship (Rocky)

Total: Abilities: 52 / Skills: 24--12 / Advantages: 11 / Powers: 12 / Defenses: 13 (100)

-Pocky & Rocky have more or less the same movelist, just with some variations (Rocky uses leaves and a natural Strike attack instead of a Device; he can also slide faster and cover more ground with this Bombs, but those are very minor effects that I didn't feel like differentiating).

KARNOV:
Game Type: Side-Scrolling Action-Platformer
Release Date: 1987
Developer: Data East

-Karnov is a mostly-forgotten old-school Arcade Game starring a Russian-looking big guy. He was beloved enough by his creators that Data East stuck him into numerous other games of theres, and so he's a Boss in Bad Dudes and shows up in the Fighting Game Fighter's History (more famous for ripping off Street Fighter II so bad that they got sued, than for its gameplay qualities).

KARNOV
Role:
Russian Strongman, Treasure Hunter
PL 8 (101)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 6 (+10)
Close Combat (Unarmed) 2 (+12)
Expertise (Russian Stereotype) 6 (+6)
Insight 2 (+2)
Intimidation 5 (+6)
Perception 3 (+3)
Ranged Combat (Fire) 4 (+10)

Advantages:
Accurate Attack, All-Out Attack, Fast Grab, Improved Aim, Improved Critical 2 (Breathing Fire, Unarmed), Improved Defense, Improved Hold, Power Attack, Ranged Attack 4

Powers:
"Breathing Fire" Blast 4 [8]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Fireball +10 (+4 Ranged Damage, DC 19)
Initiative +4

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

Complications:
Motivation (Greed)

Total: Abilities: 50 / Skills: 28--14 / Advantages: 13 / Powers: 8 / Defenses: 16 (101)

-Karnov is a big, strong guy, and despite being from a pretty simple Platformer, I upgraded him to PL 8 because he appears in so many other games as a Boss, or at least a regular fighter. He's unique among Platformers for being so physically strong, and for having a Blast attack.

SPY HUNTER:
Game Type: Overhead Driving-Based Shooter
Release Date: 1983
Developer: Bally Midway

-Spy Hunter is a positively ancient Arcade Game that I apparently know nothing about, because I though it was much more recent. In it, you play a James Bond-like guy (the game was originally supposed to carry 007's license) who shoots at guys with his sweet car. It was unusual in that it allowed players to actually sit inside a recreation of a vehicle- something that was pretty unique way back before that was commonplace. The game's so old it actually doesn't end- you play until you die. It did enormously well at the time, but the "behind the car-view" sequel in 1987 didn't do so great, and it's basically disappeared, save one remake in 2003 (which might be why I thought it was a newer series). There was apparently a movie in the works for a number of years, but it's been in Development Hell for so long (since the early 2000s!) that it's had two or three directors and a top star (Dwayne Johnson) all vanish from the project!

SPY HUNTER GUY
Role:
Secret Agent
PL 8 (117)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 10
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Athletics 5 (+7)
Deception 3 (+8)
Expertise (Secret Agent) 5 (+8)
Insight 4 (+8)
Investigation 7 (+11)
Perception 4 (+8)
Stealth 2 (+6)
Technology 1 (+4)
Vehicles 2 (+12) -- Flaws: Limited to Grounded Vehicles)

Advantages:
Benefit 3 (Special Agent), Equipment 6 (Specialized Car), Fearless, Improved Aim, Improved Critical (Guns), Ultimate Vehicles Skill

Offense:
Unarmed +10 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +7

Complications:
Responsibility (The British Secret Service)
Addiction (Poon)- Bond pretty much consistently bangs three women in the course of every film.
Relationship (Every Woman, Ever)

Total: Abilities: 78 / Skills: 32--16 / Advantages: 13 / Powers: 0 / Defenses: 10 (117)

-The Spy Hunter guy is basically James Bond Lite, but with a car that's armed with guns.

PSYCHONAUTS:
Game Type: Side-Scrolling Action Platformer
Release Date: 2005
Developer: Double Fine Productions

-Psychonauts was recommended by a friend, and of course gets logged under the "Cult Classic" category, in this case meaning a particularly strong case of "reviewers loved it, but it sold like shite". The game features Raz, a psychic boy who runs off to a summer camp that trains "Psychonauts" in their powers, to allow them to become spies. Unfortunately, the camp is attacked by bad guys, and Raz must use his increasing abilities to save the day. The game sold only 100,000 copies, which sank the company that made it.

RAZ
Role:
Psychic Kid
PL 8 (93)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 7 (+8)
Deception 3 (+5)
Expertise (Survival) 3 (+5)
Investigation 3 (+5)
Perception 5 (+7)
Ranged Combat (Psychic Powers) 4 (+8)
Stealth 3 (+7)

Advantages:
Improved Critical (Psychic Powers), Power Attack

Powers:
"Pyrokinesis" Blast 8 (16) -- [18]
AE: "Telekinesis" Move Object 8 (16)
AE: "Invisibility" Concealment 2 (Visuals) (4)

"Levitation" Flight 1 (Flaws: Low Ceiling) [1]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Pyrokinesis +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +7

Complications:
Motivation (Becoming a Psychonaut)

Total: Abilities: 44 / Skills: 28--14 / Advantages: 2 / Powers: 19 / Defenses: 14 (93)

-Raz has some pretty decent PL 8 Psychic Powers, but is unfortunately still a kid, so he's light on Skills & Advantages.

ILLUSION OF GAIA:
Game Type: Action/Role-Playing Game
Release Date: 1993
Developer: Quintet

-I know this game primarily for its impressive-sounding name- I know absolutely nothing else about it. Turns out it's an SNES exclusive where you play one of three characters- each with their own attributes that allow you to finish the game. Will's specialty is in reach new areas with side-skills, Freedan's is combat, and Shadow arrives later, with even MORE combat skill! Their world is much like our own, containing many of our own old relics, but things have also become slightly different- Will is the survivor of a shipwreck, and must find out what's happened to the world. His allies include tons and tons of NPCs. The game got a lot of props for an immersive world, and a real sense that you're changing things for the better (it's compared to ActRaiser in this regard), but didn't sell overly well.

WILL
Role:
The Hero
PL 7 (108)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 8 (+10)
Deception 2 (+5)
Expertise (Sailor) 2 (+4)
Insight 3 (+5)
Perception 2 (+4)
Persuasion 3 (+6)

Advantages:
Equipment (Knife +1), Improved Critical (TK Powers), Power Attack, Ranged Attack 2

Powers:
Leaping 1 (15 feet) [1]
Speed 2 (8 mph) [2]

"Telekinesis"
Move Object 7 (14) -- [17]
AE: Deflect 10 (10)
AE: "Psycho Slider" Strength-Damage +4 (Inaccurate -1) (3)
AE: "Psycho Dash" Strength-Damage +2 (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Knife +10 (+3 Damage, DC 18)
Psycho Slider +10 (+4 Damage, DC 19)
Psycho Dash +8 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +8

Complications:
Motivation (Saving the World)

Total: Abilities: 60 / Skills: 20--10 / Advantages: 5 / Powers: 20 / Defenses: 13 (108)

-Will is the main character of the piece, and is an okay fighter, but the weakest of the trio. His specialty is controlling the area- leaping, running and moving things around to get where he needs to be.

FREEDAN
Role:
The Fighter
PL 8 (113)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 8 (+10)
Deception 2 (+5)
Expertise (Sailor) 2 (+4)
Insight 3 (+5)
Perception 2 (+4)
Persuasion 3 (+6)
Ranged Combat (Blast) 2 (+10)

Advantages:
Equipment (Sword +3), Improved Critical (Sword), Power Attack, Ranged Attack 4

Powers:
"Dark Friar Upgrade" Blast 6 (Extras: Multiattack) (18) -- [20]
AE: "Mountain Temple Dark Space" Energy Aura 6 (Flaws: Limited to Short Bursts) (18)
AE: "Earthquaker" Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Extras: Area- 30ft. Burst) (16)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Sword +11 (+5 Damage, DC 20)
Earthquaker +8 Area (+8 Affliction, DC 18)
Dark Space +10 (+6 Damage, DC 21)
Dark Friar Blast +10 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +8

Complications:
Motivation (Saving the World)

Total: Abilities: 62 / Skills: 22--11 / Advantages: 7 / Powers: 20 / Defenses: 13 (113)

-Freedan is superior to Will at fighting, but can't get to as many places.

SHADOW
Role:
The Final Fighter
PL 9 (120)
STRENGTH
3 STAMINA 5 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 8 (+11)
Deception 2 (+5)
Expertise (Warrior) 4 (+6)
Insight 3 (+5)
Perception 4 (+6)
Persuasion 3 (+6)
Ranged Combat (Blast) 2 (+10)

Advantages:
Equipment (Sword +3), Improved Critical (Sword), Power Attack, Ranged Attack 4

Powers:
"Firebird" Blast 8 (16) -- [17]
AE: "Liquid Form" Insubstantial 2 (10)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +12 (+6 Damage, DC 21)
Firebird Blast +10 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +8

Complications:
Motivation (Saving the World)

Total: Abilities: 70 / Skills: 26--13 / Advantages: 7 / Powers: 17 / Defenses: 13 (120)

-Shadow is even better than Freedan apparently, but only shows up in the end part of the game.

BRAVOMAN:
Game Type: Side-Scrolling Run & Gun
Release Date: 1988
Developer: Now Production

-Never heard of this one- it's a Japanese side-scroller from the '80s, featuring a "Salaryman" who becomes a superhero and blasts away while extending his limbs. A web-cartoon popped up in recent years, using some actual A-List Voice Acting talent (Rob Paulsen & Jennifer Hale). So he's got a bit of modern popularity for something I've never heard of- perhaps it's because his design is so RELENTLESSLY Japanese, complete with a red scarf and a rounded helmet. Why that's an iconic Japanese look for a superhero is beyond me, but then it's probably no weirder to us than our obsession with tights and capes is to others.

BRAVOMAN (Hitoshi Nakamura)
Role:
The Hero, Family Man
PL 7 (102)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 7 (+10)
Deception 3 (+5)
Expertise (Salaryman) 6 (+7)
Perception 2 (+4)

Advantages:
Improved Critical (Blast), Ranged Attack 4

Powers:
"Telescopic Limbs & Neck" Elongation 1 [1]
Leaping 1 (15 feet) [1]
Movement 1 (Slow Fall) [2]

"Aquatic Fish-Form"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 [2]
Immunity 2 (Drowning, Pressure) [2]
Blast 6 (Flaws: Limited to While Underwater) [6]

Offense:
Unarmed +10 (+3 Damage, DC 18)
Blasts +8 (+6 Ranged Damage, DC 21)
Initiative +4

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

Complications:
Relationship (Wife & Family)

Total: Abilities: 58 / Skills: 18--9 / Advantages: / Powers: 16 / Defenses: 14 (102)

-Bravoman is your everyday PL 7 fighter, helped greatly by the reach of his attacks.

WONDER MOMO:
Game Type: Side-Scrolling Run & Gun
Release Date: 1987
Developer: Namco

-Another very, VERY Japanese title is Wonder Momo, a panty-shot-showing production from Namco back in 1987. A parody of Ultraman-style shows, it featured a female protagonist (REALLY rare at that time) fighting a bunch of bad guys. The conceit is that you're watching a theatrical production (photographers in the audience try to get shots of her panties, and this can hamper your progress through the game). As you might imagine, this game did not show up outside of Japan. Like Bravoman, she showed up in a series of web-cartoons.

WONDER MOMO (Momoko)
Role:
The Hero, Miss Fanservice
PL 7 (104)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4

Skills:
Athletics 7 (+10)
Deception 3 (+5)
Expertise (Salaryman) 6 (+7)
Perception 2 (+4)

Advantages:
Improved Critical (Kicks), Ranged Attack 3

Powers:
"Wonder Kick" Strength-Damage +1 [1]
"Mini-Blasts" Blast 5 (Feats: Accurate) (Extras: Multiattack) (16) -- [17]
AE: "Wonder Hoop" Blast 7 (Feats: Homing) (15)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Wonder Kick +10 (+3 Damage, DC 18)
Mini-Blasts +9 (+5 Ranged Damage, DC 20)
Wonder Hoop +7 (+7 Ranged Damage, DC 22)
Initiative +4

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

Complications:
Vulnerable (Paparazzi)- Having her panties photographed causes Momo to become Distracted.

Total: Abilities: 60 / Skills: 18--9 / Advantages: 4 / Powers: 18 / Defenses: 13 (104)

-As Momo, the main character can only use kicks, but as Wonder Momo (a form she attains by touching a certain icon, or building up her "Wonder" meter), she can use the Wonder Hoop (which can't attack again until it returns to her), or small Energy Blasts.

THE ADVENTURES OF BAYOU BILLY:
Game Type: Side-Scrolling Beat 'Em Up/Run & Run/Driving
Release Date: 1988
Developer: Konami

-Bayou Billy brought us yet another one of the most infamously-hard NES games of all time. Based off of the Famicom game Mad City, this one takes a lot off of Crocodile Dundee, which was a huge hit around this time. On that note, I feel like we haven't made another culture a "craze" in a long time? Has modern-day xenophobia ruined stuff like that for us? I guess the "British Aristocracy" Craze following Downton Abbey might also count, but it's way more low-grade. The hero of this game, humorously named Billy West, rips off ol' Dundee in every way... except of course he's from New Orleans and has more in common with 'gators & gumbo than kangaroos & boomerangs. Naturally, Billy's girlfriend has been kidnapped by a crime-boss.
-There are a few types of action mixed in here- it's sort of like Ninja Gaiden except there's a two Driving levels and two "Rail Shooter" levels. There are three pick-up weapons you can find (Knife, Club & Whip), which, in the true fashion of early NES games, COMPLETELY unbalance the entire game because they are so much better to have. Also you can shoot people. The challenge is considered absolutely obscene, to the point where even Captain N called this the only game Kevin Keen couldn't finish (Mother Brain teleported the gang to that world, imagining that Kevin's "Gaming Experience" super-power would be useless there).

BAYOU BILLY (Billy West)
Role:
The Hero, Crocodile Dundee In Louisiana
PL 8 (117)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+11)
Deception 2 (+5)
Expertise (Survival) 10 (+13)
Expertise (Soldier) 6 (+8)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 4 (+7)
Perception 5 (+8)
Stealth 1 (+6)
Vehicles 6 (+11)

Advantages:
Accurate Attack, Diehard, Equipment 3 (Jeep, Knife, Club, Gun, Whip), Fast Grab, Improved Critical (Whip), Improved Disarm, Improved Initiative, Jack-Of-All-Trades, Quick Draw, Ranged Attack 4, Tracking

Equipment:
"Knife" Strength-Damage +1 (1)
"Club" Strength-Damage +2 (2)
"Whip" Strength-Damage +3 (Feats: Reach 2) (5)
"Gun" Blast 4 (8)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Knife +10 (+4 Damage, DC 19)
Club +10 (+5 Damage, DC 20)
Whip +10 (+6 Damage, DC 21)
Gun +9 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +7

Complications:
Enemy (Godfather Gordon)
Relationship (Annabelle)

Total: Abilities: 66 / Skills: 46--23 / Advantages: 16 / Powers: 0 / Defenses: 12 (117)

-Billy is more like an '80s Hollywood Action Hero than a Video Game Hero- he's good in a scrap, a survivalist, and ex-military. ALL of the '80s Action Heroes seemed to be ex-military. It was a very "Gung-Ho" decade, with Vietnam being a slightly more distant memory... Billy actually kind of sucks until you pick up a weapon, though- he's PL 6.5 unarmed, PL 7 with a knife, and needs the whip to hit full PL 8 status.

RESIDENT EVIL:
Game Type: "Survival Horror"/Third-Person Shooter/Adventure Game
Release Date: 1996
Developer: Capcom

-And now we come to one of the biggest hits of the "Next Generation" era, and a huge game-changer for the industry. And WHAT A GAME- it combines Horror Movie-quality acting, cliches, weird puzzles and freaky-ass scary moments to put you into the game like few others had done beforehand. Almost everything about this game was well-done. With pre-rendered backgrounds that looked downright photorealistic (at the time- nowadays it looks way worse), and the perfect level of ambient noise, you were IN this setting! Half the time there was no music, leaving everything hauntingly quiet; it also leaves the points where there IS music as stand-outs. Hell, you even make different sounds when you run across the wooden floor and the carpet! In 1996, that was crazy attention to detail.
-Of course, everyone remembers the famous "Jump Scare" moment- walking down a narrow hallway, having the music suddenly crank up... and a f*cking ZOMBIE DOG bursts in through the outside window! This has scared the living shit out of just about everybody I know, and they all have stories of what happened when they played it (usually with a group of friends, as was common for big new games like this). Me, I was watching my friend Jordan play, along with his brother and a bunch of his friends- we absolutely LOST IT when that dog came out, freaking out and screaming. Up to that point, you'd only heard the HINTS of one in the game's opening sequence! Another friend tells the story of playing it with a group of people, getting to the dog, and the entire room jumped up and ran to the other side, throwing the controller down- by some miracle, the throw had hit the "Pause" button, and they managed not to die! And that one scare set the tone for the rest of the game- being terrified to go around any corner.
-There's so much creepiness, though... the first time you see a zombie, it's gruesomely eating the flesh off of a corpse, slowly stands up... then looks at you with a cold, dead eye (rumored to be a real cadaver's eye that's been filmed) then slowly moves towards you, moaning incoherently. An entire alcove filled with crows, all of whom will attack you (my group was so terrified of this that one player refused to go in- "You have THIS MUCH marbles!" another guy taunted, making a "tiny balls" sign with his hand).
-There was silliness abound, too- The opening sequence is pretty badly acted, to say nothing of the dialogue. Bad, random cadence like "Stop! Don't OPEN-that-door!", or Barry's infamously-stilted "You- the MASTER of unlocking- can do _____". But this was PERFECT for the game, as bad acting was and is a major factor in horror movies. One building is flooded, and there's a SHARK inside- do something at the right time, and the building drains and you can just stab the helpless shark to death while it flops about on the floor! There's a giant Snake, silly puzzles (often taking a ludicrous amount of time to open a simple wooden door... even when one of your weapons is a GRENADE LAUNCHER!).
-And it's TOUGH, too- the puzzles are arcane and take forever, your ammunition is famously-limited (you can't even fire your GUN indiscriminantly, much less your big weapons!), and even saving your game has been made excruciating, as you have a limited number of "ribbons" with which to record your progress. And good luck lining up a decent shot- the game's multiple camera angles (static because of the pre-rendered backgrounds) mean that aiming is a complete nuisance, especially from long range- you often have to line up a shot in three dimensions, while only having a 2-D viewpoint from the side. And you have to hit the right BODY PART, too! In fact, the game is so heavily tilted against your favor that you can't even call it an "Action" game, despite the numerous killings you can accomplish. Later games actually reversed this entirely, giving you far more options and ability in combat, and removing the "Fake Difficulty" of what are often DELIBERATELY-bad camera angles.
-In the game itself, you can either play Chris or Jill, each of whom get their own story (but some of the same challenges to overcome)- each also has certain allies: Chris finds the teenage Rebecca; Jill gets the bad-ass Barry as an ally- his iconic Magnum blows the freaking HEAD off of the first Zombie you meet! Your arsenals are highly limited, despite both of you being government agents on a special team- mostly you get stuck with a knife, desperately fighting against zombies that can do a surprising amount of damage. The pistol can kill them too, but multiple headshots are needed. The high-powered weaponry is hard to come by. Your other enemies include Crows, the GODDAMN DOGS, a shark, a giant spider (cuz why not just add that Nightmare Fuel in?), a giant SNAKE, and finally ending in Tyrant, a monstrous Super-Zombie. The game is hard enough that I've never actually seen it finished- I had a friend get all the way to Tyrant and then get stuck because his remaining weapons were crap, though.
-The series has been wildly successful, with sequels popping up all over the place. Jill Valentine even got into the Marvel (vs) Capcom series, and there is a film series. Yeah, not one craptastic bomb of a film... a SERIES of films! Hell, they're basically the only things Milla Jovovich (one of those "It Girls" who was probably supposed to be huge, but just never was) is still in. I've never seen them, but I've heard their garbage... but SOMEBODY obviously likes them, because they made five or six.

CHRIS REDFIELD
Role:
Male Hero
PL 7 (71)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Special Agent) 6 (+6)
Insight 2 (+2)
Intimidation 3 (+4)
Investigation 3 (+3)
Perception 5 (+5)
Stealth 2 (+5)

Advantages:
Equipment 4 (Arsenal), Improved Aim, Improved Critical (Guns), Ranged Attack 3

Equipment:
"Knife" Strength-Damage +1 (1)
"Pistol" Blast 4 (8)
"Automatic Shotgun" Blast 6 (12)
"Grenade Launcher" Blast 6 (Extras: Area- 15ft. Burst +1/2) (15)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Knife +5 (+3 Damage, DC 18)
Pistol +8 (+4 Ranged Damage, DC 19)
Shotgun +8 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +4, Fortitude +5, Will +6

Complications:
Responsibility (S.T.A.R.S. Alpha Team)
Power Loss (Ammo)- This is one of the few games where ammo is of paramount importance- waste Shotgun bullets on zombies and dogs, and you will regret it.

Total: Abilities: 40 / Skills: 24--12 / Advantages: 9 / Powers: 0 / Defenses: 10 (71)

-Chris is an elite agent and gunfighter, but lacks Jill's intelligence. The Knife is crap-worthless in this game (I imagine the characters to be terrible fighters- even a single zombie is dangerous in melee), the Pistol a bit better, and the Shotgun your best bet. At the very end of the game, you get a +8 Rocket Launcher- best use it against the final boss (Tyrant).

JILL VALENTINE
Role:
Female Hero, The Master of Unlocking
PL 7 (81)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Athletics 4 (+5)
Expertise (Special Agent) 3 (+6)
Expertise (Science) 4 (+7)
Expertise (Music) 2 (+5)
Investigation 3 (+7)
Perception 4 (+8)
Sleight of Hand 4 (+9)
Stealth 2 (+5)

Advantages:
Equipment 4 (Arsenal), Ranged Attack 3, Ultimate Sleight of Hand

Equipment:
"Knife" Strength-Damage +1 (1)
"Pistol" Blast 4 (8)
"Automatic Shotgun" Blast 6 (12)
"Grenade Launcher" Blast 6 (Extras: Area- 15ft. Burst +1/2) (15)
"Lockpick"

Offense:
Unarmed +5 (+1 Damage, DC 16)
Knife +5 (+2 Damage, DC 17)
Pistol +8 (+4 Ranged Damage, DC 19)
Shotgun +8 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +6

Complications:
Responsibility (S.T.A.R.S. Alpha Team)
Power Loss (Ammo)- This is one of the few games where ammo is of paramount importance- waste Shotgun bullets on zombies and dogs, and you will regret it.

Total: Abilities: 54 / Skills: 26--13 / Advantages: 8 / Powers: 0 / Defenses: 6 (81)

-Jill is worse physically than Chris, but is smarter and more skilled, thus becoming better off overall. There's no real difference in their shooting, game-wise, but she is much quicker to get the best weapons, and has more inventory slots (which is a huge, huge deal in this game- Chris has to make a LOT of trips to an Inventory Treasure Chest to pick up more things).

ZOMBIE
Role:
Mooks
PL 4 (19)
STRENGTH
3 STAMINA -- AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -- AWARENESS -1 PRESENCE --

Skills:
Perception 2 (+1)

Advantages:
Fast Grab, Improved Critical (Unarmed)

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
Protection 3 [3]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Initiative -1

Defenses:
Dodge +3 (DC 13), Parry +4 (DC 14), Toughness +3, Fortitude --, Will --

Complications:
Disabled (Slow)- Zombies cannot run.

Total: Abilities: -22 / Skills: 2--1 / Advantages: 2 / Powers: 33 / Defenses: 5 (19)

-Zombies are generally slow and can easily be avoided... so long as you're not in a narrow hallway. Oh, and there are narrow hallways in this game. They're not terribly difficult to hit, at least, but watch their grapples- they do more damage in melee than the heroes can, and only need a few bites to kill.

ZOMBIE DOG
Role:
AAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!
PL 5 (40)
STRENGTH
3 STAMINA -- AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -- AWARENESS -1 PRESENCE --

Skills:
Perception 6 (+5)

Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Trip

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude --, Will --

Complications:
None

Total: Abilities: -8 / Skills: 6--3 / Advantages: 3 / Powers: 39 / Defenses: 3 (40)

-Zombie Dogs are responsible for the most infamous Jump Scare in video game history, but are really just upgraded Zombies- faster and much scarier, but ultimate not that difficult to dust off with some good weaponry.

TYRANT
Role:
Final Boss
PL 8 (49)
STRENGTH
6 STAMINA -- AGILITY -1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -- AWARENESS -1 PRESENCE --

Skills:
Close Combat (Claw) 2 (+8)
Perception 4 (+2)

Advantages:
Fast Grab, Improved Critical (Giant Claw) 2, Improved Hold

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
"Giant Claw" Strength-Damage +2 [2]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Giant Claw +8 (+8 Damage, DC 23)
Initiative -1

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +7, Fortitude --, Will --

Complications:
None

Total: Abilities: -10 / Skills: 6--3 / Advantages: 4 / Powers: 39 / Defenses: 13 (49)

-Tyrant is awoken by a traitor in your midst in the final bit of the game- he's tough as hell, so better hope you saved your ammo (never mind that he can deflect your Rocket Launcher if he's not distrated). Do NOT engage him in melee- he will kill you.

BROKEN SWORD:
Game Type: Point & Click Adventure Game
Release Date: 1996
Developer: Revolution Software

-Like many PC games, I've never heard of it. It's yet another in the long, LONG line of "PC Point & Click Games", but alters course by being a serious, dramatic game with a world-travelling setting. Essentially, it's a video game version of a Dan Brown novel, right down to the Ancient Conspiracy. You play a regular American tourist who uncovers a conspiracy after witnessing a terrorist attack in Paris (It did well enough to spawn a whole series of games, but faded out as 3-D gaming took over- like so many series, it struggled with the graphics & style of the new generation.

GEORGE STOBBARD
Role:
Regular Guy/Hero
PL 3 (42), PL 4 (42) Defenses
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 4 DEXTERITY 1
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Expertise (Law) 5 (+7)
Insight 2 (+5)
Investigation 4 (+7)
Perception 3 (+6)

Advantages:
None

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +3, Will +5

Complications:
Relationship (Nico)- A male and a female on a globe-trotting adventure? NAAHHHH...
Responsibility (Pacifist)- George will only fight in self-defense.

Total: Abilities: 28 / Skills: 14--7 / Advantages: 0 / Powers: 0 / Defenses: 7 (42)

-George is a Patent Paralegal- one of the most boring job descriptions known to man, and thus perfect for "Everyday" characters who need to come off both dull and financially well-off (fun fact: Bill Watterson's father was a patent paralegal, and so he made Calvin's father the same in Calvin & Hobbes). He's more or less roped into things by having seen something, and apparently the police are never contacted. Just from reading TV Tropes, apparently he's pacifistic and doesn't like to fight.

GRIM FANDANGO:
Game Type: Point & Click Adventure Game
Release Date: 1998
Developer: LucasArts

-I feel like I've been hearing about how awesome this game is for my entire life. A film noir-type game existing in the Mexican Day of the Dead-themed realm of things, Grim Fandango deals with a "travel agent" of the Land of the Dead helping a good soul find the Land of Eternal Rest. The game seems to have this enormous online following, so I imagined it was this wildly successful thing... but nope. It's actually a pronounced case of "Doom Patrol Fandom", with the vocal fans' support far outstripping the game's actual sales, which caused LucasArts to eventually axe their gaming division, and helped cause the eventual death of his genre of game as a whole!

MANUEL "MANNY" CALAVERA
Role:
Noir Hero
PL 1 (33), PL 4 (33) Defenses
STRENGTH
1 STAMINA 0 AGILITY 1
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Expertise (The Land of the Dead) 8 (+10)
Insight 3 (+7)
Investigation 5 (+9)

Advantages:
None

Offense:
Unarmed +0 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +1 (DC 11), Parry +0 (DC 10), Toughness +0, Fortitude +1, Will +6

Complications:
Responsibility (Travel Agent)- Manny's job is to ferry souls around the Land of the Dead. So basically, the Grim Reaper.
Relationship (Meche)- Manny is hanging out with Meche because her purity is such that ensuring she goes to the proper afterlife is bound to be a "good deed" that can save Manny's soul. Sure, that's the only reason.

Total: Abilities: 22 / Skills: 16--8 / Advantages: 0 / Powers: 0 / Defenses: 3 (33)

-Manny, like a lot of "Point & Click" heroes, doesn't have much in the way of capability- the game is notable for including almost zero ways to actually be killed. Just just kinda goes around talking to people.

SID MEYER'S ALPHA CENTAURI:
Game Type: Point & Click Strategy Game
Release Date: 1999
Developer: Electronic Arts

-This game is a space-based sequel to the Civilization series, in which you played a real-world ethnic group through the history of civilization until the modern age- here, you play a society that's gone off into space. I've never heard of it, but it won a ton of awards for its sci-fi setting and use of political culture. Every faction has its advantages and drawbacks, and is led by an influential extremist, which naturally makes them evil. So in short, it's a Real Life Simulation.

ALPHA CENTAURI POLITICAL LEADERS
Role:
Dictator/King/President
PL 1 (52), PL 5 (52) Defenses
STRENGTH
0 STAMINA 2 AGILITY 0
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 4 PRESENCE 5

Skills:
Deception 5 (+10)
Expertise (Politics) 11 (+15)
Insight 4 (+8)
Persuasion 2 (+6)

Advantages:
Benefit 4 (Leader)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +2, Fortitude +2, Will +7

Complications:
Motivation (Power, Greed & Influence)

Total: Abilities: 34 / Skills: 22--11 / Advantages: 4 / Powers: 0 / Defenses: 3 (52)

-Most politicians are generally alike, regardless of which party they belong to. They're good at lies and lawmaking. Many of the characters have one specialty or the other, especially in the Sciences (as this is a future world).

-Alpha Centauri offers you several choices in potential leader, which I'm going to just copy right from TV Tropes because there's a million of the assholes:

LADY DEIRDRE SKYE (GAIA'S STEPDAUGHTERS- Super-Hippies):
-Born 2025, in Edinburgh, Scotland. Studied at Cornell University School of Agriculture, acquired Bachelor of Science in Agriculture and Environmental Biology, Masters in Biology, Ph.D. Biology and Genetics. Immediately distinguished self with deep intuitive knowledge of plant strains and ability to intuit powerful genetic manipulations at Bionex Research Lab, White Plains, N.Y. Later worked for Red Cross and United Nations Disaster Relief Fund to revitalize radiation contaminated areas with highly specialized biostrains (Skye variation v097 apple and Skye Mark IV wheat strain considered as highest examples of adaptable biogenetics in contaminated soil). Selected as top candidate for Mission Botanist/Xenobiologist by U.N. Alpha Centauri Mission Committee, appointed against wishes of Chief Science Officer Prokhor Zakharov.
The Gaians believe the greatest mistake humanity made on Earth was the blatant disregard of Earth's biosphere. They desire not to repeat this mistake with Planet, and attempt to live in ecological harmony with the environment. Other factions tend to view her as a tree-hugging hippie and/or a pagan heretic due to her overt environmental concerns, and she might very well declare war on another nation to stop them polluting or exploiting the planet's resources—or perhaps just to prove that their lack of empathy with Planet will bite them in the ass.

COLONEL CORAZON SANTIAGO (SPARTAN FEDERATION- Police State Military/Darwinists):
-Born 2026, in San Juan, Puerto Rico. Family emigrated to Mexico City; orphaned during East Side Riots of 2034. Joined survivalist gang known as Jade Falcons; remained in city with younger siblings for several years more (exact whereabouts unknown). Later appeared in Boyce Heights, New Los Angeles, alone. Joined NLA Red Panthers (community security force), then moved on to join City Guard; distinguished self as Battalion Commander as city imposed martial law in 2050. Joined U.N. Security Force in 2053; excellent discipline, physical agility and ability to thrive in any environment led to selection as part of security force, U.N. Alpha Centauri Mission.
The Spartans are militant survivalists, and believe that a strong military is essential for humanity to overcome the dangers inherent in Planet's dangerous ecosystem. The Spartans value discipline, order, strength and a chain of command, and are naturally tolerant of martial law. If anyone could pull off a Police State, it might be Santiago...although the occasional nods to the supporters of an individual right and duty to bear arms (e.g. Robert A. Heinlein) could indicate a sort of "classical military republic" in which citizenship requires armed service but citizens do have rights (a weak Democratic).

CHAIRMAN SHENG-JI YANG (HUMAN HIVE- Commies):
-Born 1999, in Wuhan, China; father a prominent Chinese scholar. Master of the Five Excellences: calligraphy, poetry, painting, traditional medicine, and martial arts (including martial t'ai-chi, wushu, and others). Studied Chinese Literature and Military History at Beijing University, later acquired a PHD in Psychology from same. Taught joint lock techniques to Chinese military during the Second Golden Revolution, then commanded Golden Emperor's personal security force. Vanished for several years following the Crimson Succession, to resurface in United Nations security training force. Selected Chief of Security, U.N. Alpha Centauri Mission.
The Human Hive's philosophy takes influences from communism, collectivism, and elements of Buddhism and Taoism to produce a society with a strong emphasis on sacrificing the individual for the greater whole. Yang himself is something of an amalgam of historical communist leaders, and has big plans for social experimentation and mind control, although his philosophical quotes exhibit a strong Nietzschean influence—which he then subverts, by embracing the collectivism Nietzsche rejects. He's very much his own man.

CEO NWABUDIKE MORGAN (MORGAN INDUSTRIES- Uber-Capitalists):
-Born 2005, of African royalty. Nwabudike, using seed money to buy and sell weapons during the Sahara Burst Wars, was able to purchase a private mercenary force to claim a series of diamond mines from a defeated enemy nation. Leveraged his growing wealth to expand into several other businesses, including mercenary forces, U.N. escorts, brokering food deals, and creating Morgan Safe Haven Hotel Fortress chain "for the discriminating executive."
A wealthy African plutocratnote who funded the entire construction of the Unity in exchange for a cabin aboard the vessel. Morgan and his followers are highly individualistic and value the pursuit of wealth above all means, and believe that free market capitalism leads to prosperity for humanity. However, this leads to reckless trading and corruption, and the people are accustomed to luxurious lifestyles.

COMMISSIONER PRAVIN LAL (UN PEACEKEEPING FORCES- Semi-Useless Peaceniks):
-Born 2006, in Rajkot, India. Degree in Philosophy and Medicine, Oxford University. Trained in Thoracic Surgery. Achieved international acclaim for selfless devotion to victims of radiation poisoning following the Twelve Minute War and the India Border Conflict. Served as member of research team investigating genes that encode proteins aiding with DNA repair, University of Basel, Switzerland. Later appointed Assistant Director, World Health Organization. Top candidate for Chief of Surgery, U.N. Alpha Centauri Mission.
The UN forces attempt to remain true to the ideals of the UN Charter. Lal, the appointed successor to Captain Garland, has constructed a faction strongly dedicated to peace, tolerance, and humanitarian ideals. Pravin Lal is quite possibly the most level-headed of the factions leaders, but occasionally his "peacekeeping" heads towards "police actions" and "occupations", and the other leaders may regard him as a simpering, cowardly fool for avoiding war.

SISTER MIRIAM GODWINSON (LORD'S BELIEVERS- Religious Extremists):
-Born 2014, in Athens, Georgia, father a high-ranking member of the Evangelical Fire. Baptized in River of Fire at age 7; attended series of religious schools, including College of the Covenant. Received Ph.D. in psychology from Yale University. Abundant charisma led her to position as ranking Psych Priest of Heavenly Diocese; later appointed U.N. Honorary Psych Chaplain for Re-integration Forces sent to countries decimated in Crusader Wars. Reassigned stateside when native populations elevated her to a cult-like religious figure (the 'Prophet Phenomenon' often coinciding with post-nuclear madness). Political pressure for the reconciling of the secular and the spiritual led to her appointment as Psych Chaplain, U.N. Alpha Centauri Mission.
The Believers are fanatical Protestant Christians who view the destruction of Earth as the wrath of God, and Planet as their Promised Land that awaits the faithful. Their unfaltering faith places them frequently at war with factions who don't conform with her views. Whether she is justified or not is unclear—she manages to never become a true straw man of her religion, and while she is aggressive and intolerant of the non-believers, all the factions rarely tolerate viewpoints differing from their own.

ACADEMICIAN PROKHOR ZAKHAROV (UNIVERSITY OF PLANET- Soulless Scientists):
-Born 1994, in Cherskiy, Russia. Educated Interlink Correspondence courses, Universities Moscow and Saint Petersburg. Joined Kolymar Defense Force out of college, tested very high in engineering aptitude, sent to University of Moscow on site for Masters' in engineering. Later served as Combat Engineer along the Bering Strait, developed specialized snowbound powered armor for skirmishers, coupled with profound ability to land heavy machinery in any imaginable conditions. Quickly rose to Chief Engineer, Kolymar defense initiative. When skirmishing ended was brought back to Moscow to a high-ranking R&D position in the Russian Republic Ministry of Defense. Used a trip to a conference in Germany to transfer to the United Nations team responsible for developing planetside technology, U.N. Alpha Centauri Mission. Recommended unconditionally by high-ranking U.N. official for position of Chief Science Officer on ship.
The University believes that human survival and welfare are best achieved through the constant pursuit of science and technology. To this end, however, the University can and does often disregard ethical concerns, and Zakharov is vocal in his condemnation of all forms of religion or spirituality. He treads a fine line between the famous German scientists: Albert Einstein and Josef Mengele.

CONQUEROR JUDAA MAAR (MANIFOLD USURPERS- Power-Hungry Aliens):
-The second faction of Scary Dogmatic Aliens, led by "Conqueror" Judaa Marr. Having exhausted their technological advantage while fending off the Caretakers in the search for Manifold Six (their name for Planet) and the Nexus within, they seek to affect the evolution of the Planetmind as a means of restoring contact with the Progenitor home system. Of course, if they can just as easily dominate alien and human alike through military force.

GUARDIAN LULAR H'MINEE (MANIFOLD CARETAKERS- Aliens With Purpose):
-One of two factions of Scary Dogmatic Aliens that crash-land on Planet after a violent confrontation in orbit. Led by "Conservator" Lular H'Minee, the Caretakers intend to maintain Planet's pristine state while searching it for the mysterious Manifold Nexus — even going so far as to knock their Usurper rivals and any human obstacles out of the way. The more reasonable of the two, but still doesn't think much of humans.

PRIME FUNCTION AKI ZETA-FIVE (CYBERNETIC CONSCIOUSNESS- Logical Robo-Army):
-Born 2028, in Hollingsdall, Norway, of shopkeeper parents. Studied at Oslo University, earned Bachelor of Science in Engineering and Programming, Masters in Computer Science, Ph.D. Computer Science and Computer Age Philosophy. Became expert with C* and C** programming languages; joined Zakharov Research Institute three years prior to launch of Unity. Assigned to Alpha Centauri crew as expert computer tech. Details are unclear, but evidence exists she initiated an unauthorized experiment in pre-sentient algorithms, using dormant bandwidth on the Unity computers, possibly on the orders of Prokhor Zakharov. She designed the experiment to run for 40 years, hoping for some interesting results over that unprecendented time frame. However, upon awakening, the crew found a a system crash message dated from launch +3 months, along with an auto-stack dump that indicated program failure. Luttinen received disciplinary action for her part in the experiment. She was stricken with rheumatic fever three weeks prior to arrival. Unaccounted for and presumed lost in hospital bay during Unity crash. Reappeared soon after on Planet surface, now calling herself Aki Zeta-5.
The Cybernetic Consciousness offers advanced cybernetic augmentation in exchange for joining their minds with AIs. They are highly intelligent, rational and logical, but they tend to have problems understanding and interpreting emotion—their own and those of others.

PROPHET CHA DAWN (CULT OF PLANET- Cult Society):
-Very little is known about Cha Dawn; available data comes from deprogrammed adherents whose information is coloured by the Cult's indoctrination techniques. Apparently, Dawn was found as an infant in the fungus by a splinter group known as the Ecological Malcontents, soon after Planetfall. His parentage and birthplace are unknown. According to the lore of the Cult, the native life forms did not harm the child, and he possessed no breathing mask, although the length of his exposure was also unknown. The Malcontents raised the child as a kind of messiah for his supposed rapport with Planet, and he did demonstrate extremely accelerated mental development. After a period of several years, the faction declared Dawn its leader and began the task of cleansing Planet from any 'foreign' defilements.
The Cult of Planet are under his spiritual command and preaches the cleansing of humanity from Planet, and will go to any length to achieve it. Their followers are fanatical and believe Cha'Dawn to be the physical incarnation of the Planetmind.

CAPTAIN ULRIK SVENSGAARD (NAUTILUS PIRATES- Unaligned, Chaotic Army):
-Born of a fisherman father and barkeep mother in Gloucester, Massachusetts. Spent his early 20s following in his father's footsteps before he joined the Navy in 2042. Served with distinction in the various Pax Decay wars, earning himself a berth at OCS and an eventual appointment as navigator with the William Jefferson Clinton battle group. During the disastrous 2053 Battle of Baffin Bay, he single-handedly rescued the flag admiral and three other senior officers trapped below decks when the Clinton's magazine exploded, costing Svensgaard the use of his left eye. For his heroics, he was offered his choice of assignments; he chose the fledgling Unity project.
He has no particular ideological beliefs and is extremely flexible in his pursuit of wealth and power, especially other people's wealth and power. The Nautilus Pirates are primarily water-bound and benefit from expert sea-floor mining and farming skill.

SID MEIER & BRIAN REYNOLDS (FIRAXIANS- Futuristic Jokes):
-Lethal Joke Characters, either can lead the faction (depending on which of their profiles you import into the selectable factions). Bereft of all the other factions' distinctions and idiosyncracies, their main claim to fame is bringing singularity technology to Planet about 300-350 years before it would normally develop. No bonuses or penalties, but start the game with Singularity Mechanics, a Discovery 12 tech that allows a reactor upgrade that can vastly improve unit mobility while also decreasing costs. The other factions will want to trade for it.

FOREMAN DOMAI (FREE DRONES- Worker's Party):
-"Now it's day and night the irons clang, and like poor galley slaves. We toil and toil, and when we die, must fill dishonored graves. But some dark night, when everything is silent in the town. I'll shoot those tyrants one and all, I'll gun the flogger down. I'll give the land a little shock, remember what I say, And they'll yet regret they've sent Jim Jones in chains to Botany Bay."
Domai was assigned to the Unity as a mining specialist, to be awakened Planetside after the regular mission crew had set up permanent settlements. However, a cryopod malfunction following the meteor strike prematurely awakened him into a miasma of toxic gases vented by the crippled ship, causing temporary damage to his memory and communication faculties. Assigned to repair crews as a common drone, Domai struggled to reassert his identity and regain his full humanity. Once recovered, Domai led his co-workers in a revolt at their brutal working conditions, commandeered a colony pod, and set out for Planet in command of his new band of followers.
The Drones are numerous and powerful industrialists, but lack advanced technology and distrust "Blue Sky Research" without obvious benefits, so they must often resort to human-wave tactics.

DATAJACK SINDER ROZE (DATA ANGELS- Wild Card Hackers):
-Born Asa Wright in Trinidad, West Indies Co-Prosperity Sphere. Enjoyed an unexceptional and stable childhood, raised by two professors at the fledgling University of Trinidad. Some speculate that her lack of childhood struggle and trauma led her to seek excitement and meaning in creating chaos. Other observers believe she merely pursued her gifts. Either way, by her early teens she had already topped Interpol's "Ten Most Wanted" hacker list for a string of asset transfers and incursions into Defense Department computers at a dozen multinational corporations, operating under the handle of "Sinder Roze". Eventually, she was captured and hauled before the Cyber Crimes Tribunal at The Hague. Offered clemency if she renounced 'unethical' uses of computers and if she agreed to lend her talents to the Unity project as chief network administrator. Through the creation of skillful systems architecture, she made herself indispensable to the mission and was assigned to the crew after a lengthy personnel struggle with Captain Garland, who viewed her as the most dangerous person on the Unity after Sheng-Ji Yang.
The Data Angels are concerned with the freedom of information and the freedom of the individual. They are highly trained in information technology and information warfare, which makes them experts in all forms of espionage. However, their anarchist tendencies means they're barely a full faction.

THE MYSTICAL NINJA (aka GOEMON):
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1986
Developer: Konami

-This is a pretty long-running game series for one I've never heard of. It stars Goemon, based off of a Robin Hood-like "Noble Thief" of Japanese folklore, who slowly becomes more of a generic hero as the series matures. It's big in Japan, but in the West, only five of the games in the series have made it over here- and that's for the Super NES, N64 and Game Boy only! What little I checked out on YouTube looks pretty decent- it's hard to get a crappy game out of Konami- even their half-assed efforts usually end up in the upper half of video game quality.

GOEMON
Role:
Noble Ninja/Thief
PL 8 (114)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 9 (+11)
Deception 4 (+7)
Expertise (Ninja/Thief) 8 (+9)
Insight 3 (+5)
Perception 3 (+5)
Stealth 2 (+7)

Advantages:
Agile Feint, Equipment 2 (Gear), Improved Critical (Kiseru), Quick Draw, Ranged Attack 7, Seize Initiative, Takedown

Equipment:
"Kiseru" Strength-Damage +3 (Feats: Reach 2) (5)
"Throwing Ryo" Blast 3 (6)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Kiseru +11 (+5 Damage, DC 20)
Throwing Ryo +12 (+3 Ranged Damage, DC 18)
Initiative +5

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

Complications:
Relationship (Omitsu)- Sort of Goemon's girlfriend, though he fears her because she is intensely violent and jealous.
Motivation (Righting Wrongs)- Goemon has a strong sense of justice, and will strive to correct injustice whenever he sees it.

Total: Abilities: 66 / Skills: 36--18 / Advantages: 14 / Powers: 0 / Defenses: 16 (114)

-Goemon is a great fighter and a good shot- a pretty typical Ninja Hero.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Video Games 5

Post by Jabroniville »

RADICAL REX):
Game Type: Side-Scrolling Action Platformer
Release Date: 1994
Developer: Beam Software

-Finally, we come to the LAST "Animal With Attitude" game in my list! FINALLY! It stars Radical Rex, a "skateboarding, fire-breathing Tyrannosaurus Rex" who has to save his girlfriend (of course), Rexane (oh jesus) from an evil magician. The game received "mixed" (ie. crap) reviews from game journalists at the time- the Platformer by this point was the most overused genre in the world. Fighting Games were a dime a dozen, sure, but PLATFORMERS? Almost every Movie License, and just about every creature in the animal kingdom, ended up starring in one of these, and they were usually by-the-numbers and generic as hell. Even the WORST Fighting Games actually required a great deal of effort, which prevented a certain degree of crap from seeping through.
-How Attitudinal is Rex? He rides a friggin' SKATEBOARD. Hell, he's such a Sonic Rip-Off that he actually uses it to move around ramps, half-loops and more, in addition to karate-kicking and breathing fire. The graphics are big and cartoony, but simplistic and muddy-looking. It basically looks like an awful version of Sonic.

RADICAL REX
Role:
The Hero, Animal With Attitude
PL 7 (89)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 11 (+12)
Close Combat (Bite) 2 (+12)
Deception 2 (+6)
Perception 2 (+5)
Ranged Combat (Boomerangs 4) (+12)
Stealth 1 (+5)

Advantages:
Equipment (Skateboard- Speed 2), Improved Critical (Fire Breath)

Powers:
"Fire Breath" Damage 6 (Feats: Reach 2) (Inaccurate -1) [7]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Fire Breath +8 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +6

Complications:
Enemy (Sethra)
Relationship (Rexanne)- Rex is in love with basically a purple version of himself. He has issues.

Total: Abilities: 56 / Skills: 22--11 / Advantages: 2 / Powers: 7 / Defenses: 13 (89)

-Rex is Yet Another Platform Hero, but he has a Skateboard and a Breath Weapon.

GOD OF WAR:
Game Type: 3-D Beat 'Em Up/Hack & Slash
Release Date: 2005
Developer: SCE Santa Monica Studio

-Few games define the modern era of video gaming, and how it's basically turned into the early '90s of comic books, better than God of War. In this series, you essentially play a simple-minded Spartan warrior whose plan is to kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill and kill until all of the Greek Pantheon has been destroyed, because Ares killed his family. Defining how games have corraled the "horny 13-year old" market, there's a minigame where you find a nude Aphrodite (I actually had no idea PS2 games could include naked breasts until I saw a clip of this) and have to press the buttons on your controller to push the buttons of her... sexy-time. Yes, literally a Humping Minigame. And further research (ONLY RESEARCH I SWEAR) reveals that almost all of the God of War games feature this- Aprhodite's is in the THIRD game, and you actually walk in on her going all Bound with her Handmaidens! Now if only the graphics in video games had hit the levels they're at in films, this would avoid the Uncanny Valley... but nope. They move all weird, especially when they're talking.
-So yeah, this Kratos guy is essentially a modern-day Conan the Barbarian, but with even MORE exaggerated masculinity, as he kills and bangs his way across the ancient world after Ares tricks him into killing his own wife and daughter. Now, the game isn't COMPLETELY mindless, as there's puzzles and junk. But mainly you run around killing everything. The graphics were excellent, the character manly (Marvel took equal parts of him and Riddick to remake the modern-day Drax the Destroyer), and the sales magnificent- the series has had multiple sequels, numerous power-ups (I'm not even going to attempt to include all of them), and even a movie was planned... and promptly thrown into Development Hell, where it might never be released (especially after so many high-profile Video Game Movie disappointments, in addition to trouble with the Sword & Sandal genre in general). It's considered one of the better all-around games of the post-2000 era.

KRATOS
Role:
Parody of What 13-Year-Old Boys Think Manliness Is About
PL 11 (173)
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 8 (+13)
Deception 2 (+4)
Expertise (Soldier) 9 (+10)
Intimidation 10 (+12)
Perception 4 (+6)
Stealth 1 (+5)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Defensive Roll, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Trip, Power Attack, Ranged Attack 5, Startle, Takedown 2

Powers:
"Blades of Chaos" (Flaws: Easily Removable) [10]
Strength-Damage +5 (Feats: Split) (Extras: Penetrating 5, Reach 3, Improved Critical) (15) -- (16 points)
AE: Movement 3 (Wall-Crawling, Swinging, Slow Fall) (6)

"Power of the Gods"
"Medusa's Glory" Affliction 8 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Transformed to Stone & Paralyzed) (Extras: Extra Condition, Ranged, Cumulative) (32) -- [35]
AE: "Zeus' Fury" Lightning Blast 10 (Feats: Accurate) (Extras: Penetrating 8) (29)
AE: "Poseidon's Rage" Damage 10 (Extras: Area- 30ft. Burst) (20)
AE: "Army of Hades" Blast 10 (Feats: Accurate 2) (Extras: Multiattack) (Flaws: Unreliable- 5 Uses) (22)

Offense:
Unarmed +12 (+5 Damage, DC 20)
Blades of Chaos +12 (+10 Damage, DC 25)
Zeus' Fury +10 (+10 Ranged Damage, DC 25)
Medusa's Glory +8 (+8 Ranged Affliction, DC 18)
Poseidon's Rage +10 Area (+10 Damage, DC 25)
Army of Hades +12 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +6 (+7 D.Roll), Fortitude +8, Will +9

Complications:
Motivation (Killing All Of The Gods)- By the end of the series, Kratos has pretty much offed all of them, I think.
Power Loss (Godly Powers)- Kratos requires "mana" to utilize his various Powers, and may run out.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 20 / Powers: 45 / Defenses: 21 (173)

-Kratos is a warrior, plain and simple. Like a lot of "Kill 100s of Guys At Once" characters, he's very powerful, but not so well-rounded. At least until he packs on four different weapons over the course of his journey, leveling them up so that he becomes a fairly-decent (though PL 10) Blaster, in addition to a PL 11 Scrapper. The "Army of Hades" power is the most-vicious at PL 11, but is very Unreliable (it takes up half a full bar of Mana to use).

SPYRO THE DRAGON:
Game Type: 3-D Action Game
Release Date: 1998
Developer: Insomniac Games

-When this game came out in 1998, I was pretty much "oh look- yet ANOTHER 3-D Action Game in the Mario vein. NEXT." Little did I expect that Spyro the friggin' Dragon would not only become a huge deal, but he would change videogaming forever with the Skylanders addition more than a decade later- allowing kids to buy little figurines of him and his pals and plug them onto a console thingie and let them play as the character. This brilliant concept effectively marries Video Gaming with Toy Collectibles, which are huge addictions for SO many people- pretty soon, Nintendo would rip them off, and so would Disney (in the huge Disney Infinity campaign, which started huge, got pushed huge... then was quietly dropped). The games are 3-D Action games with a Flight aspect.

SPYRO THE DRAGON
Role:
The Hero, Cute Critter
PL 8 (105)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+8)
Insight 2 (+5)
Perception 3 (+6)
Ranged Combat (Fire) 5 (+9)

Advantages:
Improved Critical (Fire), Ranged Attack 4

Powers:
Flight 4 (30 mph) (Flaws: Winged) [4]
"Fire Breath" Blast 7 (Diminished Range -1) (20) -- [21]
AE: "Horn Charge" Strength-Damage +3 (3)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Horn Charge +10 (+4 Damage, DC 19)
Fire Breath +9 (+7 Ranged Damage, DC 22)
Initiative +4

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

Complications:
Enemy (Gnasty Gnorc)
Relationship (Sparx)- Sparx the Dragonfly is Spyro's best pal.
Power Loss (Fire Breath)- Spyro's Fire Breath cannot injure those wearing metal armor.

Total: Abilities: 52 / Skills: 16--8 / Advantages: 5 / Powers: 25 / Defenses: 15 (105)

-Spyro takes a few aspects from Platformer heroes, but obviously adds in Flight and a Fire Blast (albeit one with pretty poor range).

WILD GUNS:
Game Type: Shooting Game
Release Date: 1994
Developer: Natsume

-This was a great little 2-D Action Shooter for the Super NES- I actually played this, and remembered it while statting up Sunset Riders, imagining they were the same thing. You play Clint or Annie, a pair of Western Stereotypes (Clint Eastwood Guy, and Dainty-Looking Frilly-Dressed Lady... except she has a gun) who engage in gunfights against a horde of... science fiction baddies? Yup, it's a straight-up cartoon, featuring hordes of robots and high-tech weapons against your Laser Blasters. And really, throwing realism to the wind makes these games a lot more fun. The game even gives you an "out" in certain cases- the enemy firing at you sends out a "Look Out!" message, which allows you a chance to dodge that games of this type often lack. The game was considered well-made, with good graphics and fun action; but it was a bit short, holding it back. Really, this was a game you were supposed to RENT, not BUY.

CLINT & ANNIE
Role:
Western Heroes
PL 8 (99)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Deception 2 (+5)
Expertise (Bounty Hunter/Whatever Annie Is) 6 (+7)
Investigation 4 (+7)
Perception 6 (+9)
Persuasion 2 (+5)
Ranged Combat (Guns) 4 (+11)

Advantages:
Accurate Attack, Equipment 4 (Pistols), Evasion, Improved Critical (Guns), Improved Defense, Improved Initiative, Precise Attack (Ranged/Cover), Quick Draw, Seize Initiative, Ranged Attack 2

Equipment:
"Twin Laser Pistols" Blast 5 (Feats: Split) (Extras: Multiattack) (16)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Pistol +11 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +7

Complications:
Motivation (Getting Paid; Revenge)- Annie wants revenge against the villains for killing her family; Clint is her Bounty Hunter ally.

Total: Abilities: 52 / Skills: 32--16 / Advantages: 14 / Powers: 0 / Defenses: 17 (99)

-Clint & Annie are exactly the same in the game, though I would assume that Clint would be stronger, and have some more varied Skills than Annie in a real campaign. This is them with their Baseline Pistols- you can upgrade to more powerful weapons, which easily convert them into PL 9-10 status.

D:
Game Type: Puzzle Game
Release Date: 1995
Developer: WARP

-One of the more fun "Everyone sits down to watch one person play" video games out there was D, a multi-platform release intended for the 3DO, but wisely ported elsehwere. A "Puzzle" game in the vein of Myst and other weird things, it seemed more suitable for the PC, but showcased the memory capabilities of the newer 32-bit systems. In the game, you play Laura Harris, a woman searching for her father, who was murdered several people- upon entering the hospital where he worked as a doctor, her father teleports her to a castle invented in his own mind. A series of puzzles and strategy bits come out, and Laura is forced to confront both her father and her own past.
-We found it amusing mainly for the voice acting, some of which was very bad- of particular note was Dr. Harris's cry of "LAURA... WHAT ARE YOU DOING?!" this is loud, echoing voice. The game was done in real-time- if two hours passed, you lost, simple as that. No saving, no nothing. A small company, WARP was quite annoyed when Sony cut down on the number of PlayStation CDs released. Ultimately, the series isn't very famous, but got a sequel. The graphics were state-of-the-art for the time- 3-D graphics in this context were still a rarity. They look primitive NOW, but for the time were pretty good.

LAURA HARRIS
Role:
Scholar Hero
PL 0 (24), PL 2 (24) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Expertise (Scholar of Some Kind) 4 (+8)
Insight 2 (+5)

Advantages:
None

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +4

Complications:
Relationship (Father)- Dr. Harris is Laura's only remaining family.
Secret (Bloodlust)- Laura and her father are descended from Dracula himself, and are born with an innate lust for eating flesh.

Total: Abilities: 20 / Skills: 6--3 / Advantages: 0 / Powers: 0 / Defenses: 1 (24)

-Laura is smart, but not physically capable. Almost anything can kill her, and she's no match for her father. At one point, she gets a gun, and gets only one shot against a semi-immobile target... before a change overcomes him.

-The Geth are a race of artificial intelligences that won a war against their old masters, destroying their culture and turning them into nomads. This lesson turned most of the races in the galaxy against the empowerment of artificial life forms.

TOMB RAIDER:
Game Type: 3-D Action/Adventure Treasure Hunt
Release Date: 1996
Developer: Core Design

-One of the great divides between me and the general Video Game Fandom was the genre-defining monster smash hit that was Tomb Raider. The idea of travelling around a giant expanse of tunnels to find stuff, fighting only the occasional creature, always kinda bored me, and "interacting with the environment" via climbing, rappelling, backflipping and junk... didn't appeal. And yes these games were enormous hits that turned their lead character into an icon of gaming. Stuff like that kind of eventually dogpiled until I stopped paying attention to gaming in general.
-Tomb Raider is famously centered around Lara Croft, created because, as the game's developer put it, "If you're going to stare at someone's arse for six hours, it might as well be a lass" or somesuch British thing. And Lara was turned into a giant sex symbol, even though her 3-D image looks positively grotesque and primitive by today's standards. It was kind of a great example of how sexuality works, though- the "hot female attributes" were simply amplified until you had an inhuman Sex Doll that could move around. See, men are coded in our DNA to think that women with hourglass body shapes are rad, right? And the whole "wide bust, narrow waist, wide hips" thing is a primal "oh, YEAH" instinct, sure. So they simply jacked up the breasts until she was sporting insane missile-hooters, scrunched her waist until it was narrower than her friggin' head, and then bumped up the waist so that she looked like someone had sinched her in the middle with a chain. Then they gave her an easily-animated ponytail (3-D was a bitch in those days- flowing hair would have looked terrible) as the closest thing to "sexy hair" they could think of, gave her monstrous, half-lidded doe eyes, and then puffed up the lips in the "Alexandra Vogel" makeup style popularized by '90s icons like Pamela Anderson and Carmen Electra.
-And so you had basically a parody of what men are supposed to like... but of course men actually LIKE parodies of what they're supposed to like, hence the eternal popularity of Jessica Rabbit, and the current popularity of Nicki Minaj (I mean, she's overly-plastic and has a repulsive personality and dresses like an idiot... but why can't I look away from the TV when "Anaconda" is playing?). Though I wanna state for the record that my friends and I totally did NOT spend twenty-five freaking minutes backflipping her off of some object in a "Practice Stage" over and over again because I had read a rumor in a game of a "Nude Code" that allowed you to see her unclothed. IT NEVER HAPPENED, OKAY???
-But yeah, the early graphics from the "Obvious Beta" looked like blocky, pointy garbage in the previews for my gaming mags, but they nonetheless hyped them like they were amazing, which turned me off right away. Biased against the game from the start, I was unimpressed when they came out... but they were huge. So huge that she got a pair of movies, endless sequels, and launches on numerous systems (after first being a PlayStation-only game). The movies were apparently pretty bunk- part of the issue was they made Angelina Jolie's interpretation WAY too arrogant- no matter how bad-ass, how dangerous the enemy... she smirked. EVERY. TIME. Compare this to a good Action Hero, who when seeing a gigantic enemy bursting through a gate, goes "OH SHITBALLS!" and actually looks scared. It goes right down to what pro wrestlers have said- always make your opponent look good. If you make your opponent look like a nobody, then who have you beaten at the end? A nobody. Better to act intimidated or impressed, fight like hell, and then pull out a win in the end. Make your enemy look good and now you've triumphed over a great opponent. Acting like a "Cool Heel" (a wrestling term for bad guys who act so cool that they draw cheers of support, thus making the good guys look like ineffectual, unimpressive idiots), or "Smirking Babyface" (like John Cena, who often disregards his foes), diminishes your opposition and turns everything into a no-contest where your victory is meaningless.
-In any case, there were a billion of these games, of varying levels of quality. I recall hearing about some going from genre-defining classics to "holy crap this franchise is dying" levels of bad (owing to Core Design having to make one game per year- straining them badly). They even changed developers over the falling quality, which almost NEVER happens! Crystal Dynamics then started working on the games, but producer Eidos was bought out by Square/Enix as well. The character eventually started looking like an actual person, and WOAH did they pick an attractive-looking one by the end. They didn't have to "Jessica Rabbit" her or nothing...

LARA CROFT
Role:
Adventuring Treasure Hunter, Miss Fanservice (on Behalf of All Gaming)
PL 9 (157)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 10 DEXTERITY 8
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Close Combat (Unarmed) 2 (+12)
Deception 2 (+5)
Expertise (Treasure Hunter) 10 (+14)
Insight 2 (+5)
Investigation 4 (+7)
Perception 7 (+10)
Stealth 6 (+12)
Technology 1 (+5)

Advantages:
Agile Feint, Animal Empathy, Beginner's Luck, Chokehold, Diehard, Equipment 3 (Treasure Hunting Gear, Twin Pistols +4- Multiattack), Evasion 2, Extraordinary Effort, Fast Grab, Fearless, Grab Finesse, Great Endurance, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Improved Initiative, Languages 2 (Many), Move-By Action, Precise Attack (Ranged/Cover), Quick Draw, Ragned Attack 5, Tracking, Uncanny Dodge

Offense:
Unarmed +12 (+3 Damage, DC 18)
Guns +13 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +8

Complications:
Motivation (Treasure)

Total: Abilities: 82 / Skills: 50--25 / Advantages: 32 / Powers: 0 / Defenses: 18 (157)

-Lara Croft is basically Indiana Jones with youth and a balloonish physique (though that's lessened over the years and she's become a Sexy Athlete type of build, which is in my opinion hotter, and I'm a Boob Guy). She's PL 8.5 most of the way through, capable of fending off animals with her guns, but having a trickier time against something more extreme. In the end, she's basically a pricey Skillmonkey, which makes sense given how the games are- puzzle-fu is as important as gunplay.

PULSEMAN:
Game Type: Side-Scrolling Action Platformer
Release Date: 1994
Developer: Game Freak

-Another Japanese game I've never heard of, Pulseman was only released for the "Sega Virtual Console" over here. Set in the near future, it features the son of a scientist and his Pygmalion-esque artificial girlfriend, who made cyber-love and made a cyber-baby. Alas, his father went crazy after putting himself inside of a computer, becoming the evil "Doc Waruyama" and setting off a wave of cyber-terrorism across the globe. And so the cyber-baby (Pulseman) must fight against his own dad.

PULSEMAN
Role:
Action Hero
PL 8 (120)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+12)
Athletics 5 (+7)
Close Combat (Unarmed) 2 (+12)
Insight 2 (+4)
Perception 4 (+6)
Technology 5 (+6)

Advantages:
Accurate Attack, Evasion, Improved Critical (Blast), Improved Defense, Improved Initiative, Precise Attack (Ranged/Cover), Seize Initiative, Ranged Attack 3

Powers:
"Volteccer Attack" Damage 8 (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to Path Travelled in Deflections) Linked to Leaping 2 (18) -- [19]
AE: Electrical Blast 8 (16)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Blast +8 (+8 Ranged Damage, DC 23)
Volteccer Attack +8 Area (+8 Damage, DC 23)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7

Complications:
Enemy (Doc Waruyama)- Pulseman's own father has gone insane.
Weakness (Water)- Water shorts out Pulseman's powers.
Relationship (Beatrice)- A C-life (A.I.) girl whom Pulseman saved.

Total: Abilities: 62 / Skills: 26--13 / Advantages: 10 / Powers: 19 / Defenses: 16 (120)

-Pulseman has three avenues of attack- Blasting, Kicking or using a "Volteccer Attack", which lets him bounce around his stage like a pinball.

OPERATION WOLF:
Game Type: Shooting Gallery Game
Release Date: 1987
Developer: Taito

-I've never played this one, but I recall seeing a lot of ads in old comic books from the '80s, so here it is. There ended up being four games in the series, so it was obviously quite successful, though it hasn't been seen since 1993. Unlike many games of the time, it featured an actual STORYLINE, as you ran around saving prisoners from a concentration camp.

ROY ADAMS
Role:
Special Forces Operative
PL 8 (110)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 7 (+10)
Expertise (Soldier) 10 (+12)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 3 (+6)
Technology 3 (+5)
Treatment 2 (+4)
Vehicles 5 (+10)

Advantages:
Accurate Attack, Equipment 5 (Arsenal), Evasion, Fearless, Great Endurance, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Quick Draw, Ranged Attack 5

Equipment:
"Arsenal"
"Machine Gun" Blast 6 (Extras: Multiattack) (18)
"Throwing Knives" Blast 4 (Diminished Range -1) (7)
"Grenades" Blast 7 (Extras: Area- 30ft. Burst) (Diminished Range -1) (20)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Knives +10 (+4 Ranged Damage, DC 19)
Grenades +7 Area (+7 Ranged Damage, DC 22)
Machine Gun +10 (+6 Ranged Damage, DC 21)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +8 (DC 18), Toughness +4, Fortitude +4, Will +7

Complications:
Responsibility (The U.S. Army)

Total: Abilities: 62 / Skills: 36--18 / Advantages: 19 / Powers: 0 / Defenses: 11 (110)

-Roy Adams is basically a scaled-down, more "human" version of the Rambo-style guys from Contra- he's tough, but not a god of war.

DINOSAURS FOR HIRE:
Game Type: Run & Gun
Release Date: 1993
Developer: Malibu

-If you were a kid in the late '80s or early '90s, then there's a good chance... you may have heard about this in passing and skipped over it entirely. I mean, the name makes it SOUND amazing, but there were a billion books like this coming out on the tails of the Ninja Turtles, generally all featuring anthropomorphic animals with a kind of rebellious attitude. This wasn't nearly as bad as some of them, most of which were even ripping off the NAME of the TMNT (of particular note were Mildly-Microwaved Pre-Pubescent Kung Fu Gophers, Geriatric Gangrene Jujitsu (sp) Gophers, and Adult Thermonuclear Samurai Pachyderms, and yes those are all actual things that were produced in the wake of Eastman & Laird's signature series), usually in a "deliberate tongue-in-cheek" kind of way meant to cash in AND be honest about it. The first of which was Adolescent Radioactive Black Belt Hamsters, which was a deliberate parody (though as TMNT ITSELF was a parody, it was actually a parody of a parody.
-But in any case, the timing of this shows it to pretty much be a "TMNT Clone", just with some different aspects here or there. The three dinosaur men wear suits & sunglasses, wielding giant rifles against armies of ninjas (see? TMNT Clone).
-The comic by Tom Mason came out in 1988, but was cancelled after nine issues (over two years). It was suddenly revived by Malibu comics, recieving a tie-in video game in 1993, but this also went nowhere- it hasn't been seen since being purchased by Marvel Comics. The game itself was nothing, but was a Contra Clone rather than a Beat 'Em Up like most of these. It looks pretty normal by the standards of the day, and MUCH better than most Licensed Games- you can aim in various directions, climb up and down, and everything moves quickly.

THE DINOSAURS FOR HIRE
Role:
TMNT Knock-Offs, Alien Mercenaries
PL 8 (102)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 3 (+8)
Expertise (Mercenary) 4 (+6)
Intimidation 4 (+7, +8 Size)
Investigation 4 (+6)
Perception 2 (+4)
Technology 4 (+6)
Vehicles 5 (+10)

Advantages:
Equipment 5 (Machine Gun), Improved Aim, Improved Critical 2 (Guns, Special Strike), Power Attack, Ranged Attack 3

Equipment:
"Machine Gun" Blast 8 (Extras: Multiattack) (24)

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Close Combat Strike" Strength-Damage +2 [2]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Special Strike +8 (+8 Damage, DC 23)
Machine Gun +8 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Making Money)

Total: Abilities: 62 / Skills: 26--13 / Advantages: 8 / Powers: 7 / Defenses: 12 (102)

-The three Dinosaurs (Cyrano the Pterodactyl is not a playable character- I'm guessing they didn't want to change the mechanics of the game to involve a smaller Flier) are intelligent aliens who crash-landed on Earth, and were forced to earn a living as mercenaries. They wield guns, and are rather large- about twice the mass of a human being. They have access to a few Power-Ups, like Spread Shot and Smart Bombs (which take out all of the on-screen enemies).

The Dinos:
ARCHIE- Tyrannosaurus Rex- PL 8 (103): Mercenary 6 (+8) [1]
-The tough-talking, no-nonsense leader of the bunch. He swings his gun in close combat for an attack.

LORENZO- Triceratops- PL 8 (106): Expertise (The Finer Things) 8 (+10) [4]
-Lorenzo is the team's resident snob- a lover of the finer things in life (wine, food, clothing, etc.). He wears a Hawaiian shirt... which isn't exactly the kind of thing that type of character usually wears. You ever see Frasier Crane at Tommy Bahama's? His Special Attack is a Headbutt.

REESE- Stegosaurus- PL 8 (90): INT 0, AWA 0, PRE 0, All-Out Attack, Startle [-12]
-Reese is the team's resident trigger-happy psychopath. Naturally, his Special Attack is a Tail Swing.

BALDUR'S GATE:
Game Type: Hack & Slash Role-Playing Game
Release Date: 1993
Developer: BioWare

-Made by local company BioWare (seriously, most of the nerds I know have either done the tour or applied there, though only one friend of a friend actually worked there for a few years), this game became one of the pre-eminent "Hack & Slash" games of its era. It's basically Advanced Dungeons & Dragons: The Game, using the same rules, Classes and stats. However, it features a lot of character work, subversion of a lot of common RPG Character Stereotypes, deconstructs many cliches, and more. It's in the style of "Western RPGs", which tend to focus on creating an original character with more choices and styles available to you- giving you a different game depending on the paths you take- Japanese RPGs typically stick you with a pre-set protagonist that is more or less stuck in his place in the world (this goes well towards each particular culture- the West focusing more on freedom of choice and forging your own path; the East focusing on making do with what you have).
-Western RPGs used to be quite prominent on PCs, but eventually lost a step to JRPGs, particularly as those were released on the Consoles. As JRPGs moved forward, they impressed people with their stories and graphics, and became a great "unsung hero" of gaming, with smaller but focused groups of fans. Eventually, with Final Fantasy VII, they became Big Business... but over time, SquareSoft and other companies lost a few steps, the games became a bit standardized ("oh look! It's my pretty boy main hero who is trying to find his place in the world!"), and now the Western RPGs came roaring back with games like this, Dragon Age and others becoming very popular.
-In this game, you play the child of Bhaal, God of Murder (!!!), but pre-set them to be whatever you want- the character is jokingly called "CHARNAME" after the default name (meaning "Character Name"), but can be of either gender, potentially romancing certain other characters at your choice (this is an example of the WRPG vs. JRPG divide- JRPGs tend to stick you with one choice, Fire Emblem notwithstanding). You gather a party of other characters (taking up to six in battle), and mow your way across gaggles of villains from D&D lore, including Mind Flayers, Umber Hulks, Liches, Pit Fiends (!!), Dragons and a God at the very end.

The Stats:
-As a Western RPG with variable stats and even Classes for every character, statting up the individuals would be completely pointless- you can Multiclass anyone you choose to. You get up to Level 10 in the first game, but may take the characters past that in the sequels. I'm going to stick it at PL 8-ish as somewhat of a limit- PL 10 is more of a Mid-Teens level thing, and PL 12 is Epic. In D&D, a Level 10 Fighter has a +10 Attack Bonus, and there's a similar equivalent here, and your damage'll be around +6 with a Sword- adding up to about PL 8. Some Classes are worse at damage, and a couple are better, as is normal with a game that isn't ENTIRELY about combat. Nobody can tank a major enemy on their own, and you need to use the Classes carefully to win. If you want them to be tougher, or their later-game selves... just up the PLs by focusing on Accuracy (Fighters) or Damage (Mages). The original stats are in AD & D, a system that still used the goofy THAC0 rules (still the weirdest, most poorly-thought-out, overly-complex rule ever for something that's such a basic fundamental of the system), but I'm just looking for the basics here.
-Magic works differently in D&D than it does in the comic book worlds that inspired Mutants & Masterminds. Rather than stick a bunch of powers in an Array, letting you pull off Power Stunts for more, you actually have to write down all the spells you know, then select from that list to max out your list for that day (you re-do this every morning). This is very bizarre, but makes sense in terms of balance (otherwise Wizards in D&D would just be spamming out attack spells and become easily the most powerful members of the group, which some argue they are ANYWAYS). In short, I stick the spellcasters with ranks of Variable- Move Action beacuse they can switch powers pretty much at-will, but with Limits- they only get the spells they chose that morning, and they can only use each spell once per day. Spellcasters are also HORRIBLE fighters, especially by the standards of the martial classes, thus balancing them a fair bit (there's only a few defensive spells, too).

CHARNAME/GORION'S WARD:
-So named for the fact that the game defaults as "Charname" (Character Name) before you enter in your title, this is your character in the Baldur's Gate games. He or she (you can be either) is typically called "Gorion's Ward" elsewhere, because a guy named Gorion took care of you before he got Obi-Wanned. As your sex, class, stats and even race are all selectable, baseline stats are unavailable. What IS known is that you are in fact the child of Bhaal, God of Murder, and you are expected to have a great legacy. However, you have daddy issues, want to kill the old man, and another of his kids is out to murder you. In part because Bhaal was slain in mortal form, and only a ritual can bring him back after all of his Demigod "Bhaalspawn" have been killed.
-You can make your stats just about anything, but a lot of players go for HARDCORE Min-Maxing, such as dropping Charisma to nothing in order to max out other traits- this gives you the social skills of a dead body, but make no difference to the story, and you can just "swap in" another, more charismatic character as leader instead.

FIGHTERS
Role:
The Tank, Frontline Fighter
PL 8 (64)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+4)
Expertise (Soldier) 4 (+4)
Intimidation 6 (+6)
Perception 2 (+2)

Advantages:
Accurate Attack, Close Attack 2, Diehard, Equipment 4 (Sword +3, Armor +3, Shield +1, Bow +4), Great Endurance, Improved Critical (Sword), Improved Defense, Improved Disarm, Improved Smash, Power Attack, Ranged Attack 7, Takedown 2

Offense:
Unarmed +11 (+0 Damage, DC 15)
Sword +10 (+3 Damage, DC 18)
Bow +7 (+4 Ranged Damage, DC 19)
Initiative +0

Defenses:
Dodge +7 (+8 Shield, DC 17-18), Parry +9 (+10 Shield, DC 19-20), Toughness +0 (+3 Armor), Fortitude +3, Will +5

Complications:
Various

Total: Abilities: 18 / Skills: 16--8 / Advantages: 23 / Powers: 0 / Defenses: 15 (64)

-Fighters are the front-line fighters of D&D, scrapping in melee with the enemy. In the first few levels, they're your best guys, but as the game goes on, spellcasters tend to do a lot more damage and have way more uses.

FIGHTERS:
KHALID, Neutral Half-Elf Fighter- PL 8 (89): ST 2, STA 3, AGI 3, INT 1, FIGHTING 10, DEX 3, AWA 0, PRE -1 "Half-Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [25]
-Khalid is more timid than his intense wife, Jaheira, turning into a Henpecked Husband of sorts. He's considered an annoying Scrappy by a large chunk of the fandom, apparently (in part because he's a coward who runs away alot due to low morale), but manages to get himself killed in a later game, giving Jaheira some romantic options.

KAGAIN, Lawful Evil Dwarf Fighter- PL 9 (91): ST 3, STA 5, AGI 1, INT 2, FIGHTING 10, DEX 2, AWA 0, PRE -1 "Dwaf Physiology" Low-Light Vision [25]
"Slowly Heals" Rengeration 2 [2]
-A high-Toughness Dwarf and one of your only non-psycho Evil Companions- he's very popular with players due to his defensive might (his insanely high-CON score means that he slowly regenerates from harm). He also represents a more-mundane version of evil- he's simply greedy and miserly, and is a general cynic who thinks money's all there is to the world. "Small e" evil, if you will.

SHAR-TEEL DOSAN, Chaotic Evil Human Fighter- PL 9 (83): ST 4, STA -1, AGI 3, FIGHTING 10, DEX 3, INT 2, AWA -2, PRE 0 [18]
All-Out Attack [1]
-An insane, bloodthirsty warrior. She must be bested by a male fighter in a duel, at which point she will join your party. Acts like a typical man-hating Straw Feminist.

YESLICK OROTHIAR, Lawful Good Dwarf Fighter- PL 8 (81): ST 2, STA 3, AGI 1, INT -2, FIGHTING 10, DEX 1, AWA 3, PRE 0 "Dwaf Physiology" Low-Light Vision [17]
-A kindly, Paladin-esque Dwarf (AD&D did not allow non-Humans to be Paladins), who unfortunately gets added too late in the game to be much good.

FIGHTER/THIEVES:
* Weaker fighters, but with nasty Sneak Attacks and more Skills, these guys cost a bit more.

MONTARON, Neutral Evil Halfling Fighter/Thief- PL 8 (103): ST 3, STA 2, AGI 3, INT 1, FIGHTING 8, DEX 6, AWA 1, PRE -1 "Halfling Physiology" Low-Light Vision [27]
"Thief Stuff" Deception 4 (+3), Expertise (Thief) 4 (+5), Perception 4 (+5), Sleight of Hand 4 (+10), Stealth 4 (+7) [9]
No Great Endurance, Diehard or Improved Smash [-3]
Uncanny Dodge [1]
"Backstab" Strength-Damage +2 (Feats: Variable- Weapons) (Flaws: Limited to Distracted/Unguarded Opponents) [2]
-Another evil character, Montaron is WAY stronger than your typical Hobbit knock-off. Given enough time, he will attack Xzar, and possibly Khalid & Jaheira. He's a total psychopath, threatening violence upon everybody, subverting the "Friendly Hobbit" thing.

CORAN, Chaotic Good Elf Fighter/Thief- PL 8 (109): ST 2, STA 1, AGI 5, INT 2, FIGHTING 8, DEX 6, AWA -1, PRE 3 "Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [35]
"Thief Stuff" Deception 4 (+7), Expertise (Thief) 4 (+6), Perception 4 (+3), Sleight of Hand 4 (+10), Stealth 6 (+11) [10]
No Great Endurance, Diehard or Improved Smash [-3]
Improved Critical (Bow), Uncanny Dodge [1]
"Sneak Attack" Strength-Damage +2 (Feats: Variable- Weapons) (Flaws: Limited to Distracted/Unguarded Opponents) [2]
-A great archer, whose penchant for man-whoring belies his skills in combat. A popular character, despite appearing quite late in the game.

BALDUR'S GATE II:
MAZZY FENTAN, Lawful Good Halfling Fighter- PL 8 (112): ST 2, STA 3, AGI 4, INT 1, FIGHTING 10, DEX 4, AWA 1, PRE 2 "Halfling Physiology" Low-Light Vision [35]
"Special Abilities" Lay on Hands (Unreliable Healing 4), Haste (Unreliable Selective Area Enhanced Fighting & Dodge 2), Invoke Courage (Unreliable Affects Others Enhanced Will), Strength (Unreliable Affects Others Enhanced Strength 2) [13]
-Mazzy is an oddly-strong, teeny-tiny Halfling Fighter who acts as a paladin (the job, not the Character Class, I guess), complete with some Paladin-esque Special Abilities.

KORGAN BLOODAXE, Chaotic Evil Dwarf Berserker- PL 9 (87), PL 10 (87) When Berserk: ST 4, STA 4, AGI 2, INT 1, FIGHTING 10, DEX 2, AWA -1, PRE -2 "Dwaf Physiology" Infravision [21]
All-Out Attack Replaces Accurate Attack
"Berserk" Enhanced Fighting & Stamina 2, -2 Defenses, Immunity 6 (Fear 2, Charm 2, Hold 2, Imprisonment 2) (All Have Flaws: Unreliable -2; One Per Day) [2]
-An evil Dwarf with insane stats, Korgan is ideal for frontline fighting, but lacks people skills. He's crude, unpleasant and bloodthirsty, driven by a love of killing. A "Berserker" is basically a Fighter with the once-per-day "Berserk" spell that allows for one moment of tremendous damage, at the cost of his Defenses.

ANOMEN DELRYN, Various Alignments- Human Fighter/Cleric- PL 8 (108): ST 4, STA 3, AGI 0, INT 0, FIGHTING 8, DEX 0, AWA 1, PRE 1 [18]
"Cleric Stuff" Cure Wounds (Healing 6), Turn Undead (Limited Area Damage 6), Priest's Spellbook (Limited Move Action Variable 4) [26]
Expertise (Religion) 6 (+6) [3]
No Great Endurance, Diehard or Improved Smash [-3]
-Anomen is the only love interest when you make your main character female, and is a multiclass Fighter/Cleric who can go down a few different paths, even changing alignment as he attempts to become a knight. He's a giant braggart, and has serious daddy issues thanks to his father being the leader of a knightly order. If you choose to hook up with him, he will be abducted and turned into a vampire, and then you'll have to KILL HIM, but there's apparently a way to bring him back.

SAREVOK ANCHEV, Chaotic Evil Human Fighter- PL 9 (106): ST 4, STA 3, AGI 3, FIGHTING 10, DEX 3, INT 2, AWA 1, PRE 1 [34]
All-Out Attack [1]
"Deathbringer" Improved Critical (Sword) +2 Linked to Weaken Stamina 10 (Flaws: Uncontrolled) [7]
-A child of Bhaal like the main hero, Sarevok joins your party in a later game, having been resurrected after you killed him prior to that (he made a failed attempt at becoming the new God of Murder). He retains a "Deathbringer" Insta-Kill Power, but at an Uncontrolled, random state.

MONKS:
RASAAD YN BASHIR, Lawful Good Human Monk- PL 8 (112): ST 3, STA 2, AGI 3, INT 0, FIGHTING 11, DEX 3, AWA 2, PRE 2 [32]
"Bare-Handed Fighter" Quarterstaff & Bow- no other gear, Improved Critical (Unarmed) instead of w/ Sword [-2]
"Monk" Stealth +4, Parry +2, Dodge +3, Immunity (Disease), Speed 1 [9]
"Monk Powers" Stunning Blow (Unreliable Affliction 6- Stunned/Incapacitated), Lay On Hands (Unreliable Healing 8) [9]
-From the "Enhanced Edition", Rasaad is a Monk, which is a modified Fighter build, losing the gear and replacing it with higher Fighting and a few Unreliable Powers.

THIEVES
Role:
Sneaky Bastards
PL 8 (75)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 4 (+4)
Athletics 6 (+6)
Deception 6 (+6)
Expertise (Thief) 10 (+10)
Insight 2 (+2)
Perception 2 (+2)
Sleight of Hand 6 (+6)
Stealth 8 (+8)

Advantages:
Accurate Attack, Defensive Attack, Equipment 3 (Dagger +2, Bow +4, Armor +2, Thief Gear), Evasion, Hide in Plain Sight, Improved Critical (Dagger), Improved Defense, Improved Disarm, Ranged Attack 7, Uncanny Dodge

Powers:
"Backstab" Strength-Damage +4 (Feats: Variable- Any Damage) (Flaws: Limited to While Hidden in Shadows) [3]
"Dispel Illusion" Senses 2 (Vision Penetrates Illusion) [2]
"Hide in Shadows" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Within Shadows) [1]

Offense:
Unarmed +7 (+0 Damage, DC 15)
Dagger +7 (+2 Damage, DC 17)
Backstab +7 (+6 Damage, DC 21)
Bow +7 (+4 Ranged Damage, DC 19)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +0 (+2 Armor), Fortitude +1, Will +5

Complications:
Various

Total: Abilities: 14 / Skills: 44--22 / Advantages: 18 / Powers: 6 / Defenses: 15 (75)

-Like I've said before, I don't care for the "Thief" Class in most games. It strikes me as boring, and the games forcing you to take a less-skilled fighter to do boring things like shut down traps. Nonetheless, this game apparently throws a MILLION traps at you, because there are more Thief characters than any other class in the game (if you include Multiclass types). Thieves are also handy for their stealth capabilities, and the fact that they can "Backstab" people while Stealthed for maximum points. This is a +4 Bonus here, but in D&D terms, acts as a "x2" bonus for the first four levels, then upgrades to "x4" later, which is a lot. It essentially ties them up with the Fighter for damage, but given that they're usually unseen by the enemy, they can Power Attack quite brutally.
-The Thieves in the game have really low Strength for the most part, but have good Agility.

THIEVES:
IMOEN, Neutral Good Human Thief- PL 8 (107): ST -1, STA 3, AGI 4, FIGHTING 7, DEX 4, INT 3, AWA 0, PRE 3 [32]
-Imoen is one of the first characters recruited, and one of the best. Her high "Charisma" lends to interactions with others, and she is "supposed" to multiclass into Mage. Apparently the writers were not that enamored with her (she was a last-minute addition in order to add a good-aligned Thief early on), but the fanbase has made her one of the most popular characters- a good example of the "Reverse Creator's Pet" thing. A major-league breakout character, she is beloved for both high stats, and the fact that she's one of the most innately DECENT characters in the entire party.

ALORA, Chaotic Good Halfling Thief- PL 8 (95): ST -1, STA 1, AGI 4, FIGHTING 7, DEX 4, INT 2, AWA -2, PRE 0, "Halfling Physiology" Low-Light Vision, Stealth +4, Thief +2 [20]
-A cute, fun-loving Halfling Thief, she's idealized for her class thanks to the racial bonuses... but you get her so late in the game that she's basically a non-starter, and largely unnecessary.

SKIE SILVERSHIELD, True Neutral Human Thief- PL 8 (99): ST 0, STA 2, AGI 4, FIGHTING 7, DEX 4, INT 2, AWA -1, PRE 1 [24]
-A vain Valley Girl-type, Skie spends a lot of time whining and being overly focused on her appearance. The games use her as an example to describe how a "Rebellious Princess" would actually find it really hard to survive in the real world. You get her too late in the game to be of much use, unfortunately. She is killed in the second game, and the heroes are framed for it.

SAFANA, Chaotic Neutral Human Thief- PL 8 (106): ST 1, STA 0, AGI 3, FIGHTING 7, DEX 3, INT 3, AWA -1, PRE 3, Attractive [13]
"Special Ability" Charm Person (Mind Control 6- Limited to Friendly Nature) [18]
-Safana is a Thief with one Special Ability, and is basically the Team Flirt- a provocative beauty who assails you with double-entendres, and even flirts with the game's PLAYER.

NALIA DE'ARNISE, Chaotic Good Human Thief/Mage- PL 8 (147): ST 2, STA 3, AGI 4, FIGHTING 6, DEX 4, INT 3, AWA -1, PRE 1 [30]
"Wizard's Spellbook" Variable (Magical Spellbook) 6 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells) [36]
Expertise (Magic) 6 (+9) [3]
Backstab only +2 [-1]
Thief only +6 (+9) [-2]
"Magical Ring" Immunity 5 (Fire Damage- Half Only), +2 Fort & Will [6]
-A Thief/Mage multiclass character, Nalia ends up rather pricey, even with lowered capabilities in both. Nalia defends the poor, unlike Viconia, who looks down on them. She's kind of a replacement for Imoen, having much of the same personality, as well as the "Escaped Noblewoman" thing. Some TV Tropes writers think she's an effective parody of the "Limousine Liberal" archetype- the wealthy person who tries to help out the poor, but ends up being rather ineffectual.

YOSHIMO, True Neutral Human Bounty Hunter- PL 8 (113): ST 3, STA 3, AGI 4, FIGHTING 7, DEX 4, INT 0, AWA 1, PRE 2 [34]
Equipment contains Katana +3
Expertise (Trap Building) 8 (+8) [4]
-Yoshino is a "Bounty Hunter" kit, wielding a Katana (clearly the greatest weapon in all the universe), but turns out to have been a traitor, and you're forced to kill him (it turns out he had no choice in the matter, and was under another's control). He's the only Asian-looking character, and is a master Trap-Builder, making him a very powerful early party member.

HEXXAT, Neutral Evil Vampire Thief- PL 8 (125): ST 5, STA 2, AGI 5, FIGHTING 8, DEX 5, INT 2, AWA 1, PRE 4 [50]
-Hexxat's insanely high stats come from her Vampiric nature- she has a pretty cool design, too. And I had a weird moment looking at her section on TV Tropes, because I glossed over a section and instantly recognized Sereana Malani, the name of one of my old co-workers. And yup- that was the Voice Actress section, and in fact she IS an actress, from the same hometown as BioWare no less, so it was obviously her. Small world.

RANGERS
Role:
The Second Best At Everything, Wilderness Guides
PL 7 (88), PL 9 (88) against Racial Enemy
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 8 (+8)
Expertise (Ranger) 8 (+8)
Intimidation 3 (+3)
Perception 7 (+7)
Stealth 4 (+4)

Advantages:
Accurate Attack, Close Attack, Equipment 4 (Sword +3, Armor +2, Bow +4, Ranger Stuff), Great Endurance, Improved Defense, Ranged Attack 7

Powers:
"Druid Lite"
"Druid's Spellbook" Variable (Divine Spellbook) 4 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells, Limited to Small Number of Spells) [20]

"Racial Enemy"
Enhanced Advantages 8: Close Attack 4, Ranged Attack 4 (Flaws: Limited to Racial Enemy) [4]

"Archer Set-Up" Advantages 2: Improved Critical (Bow), Precise Attack (Ranged/Concealment) [2]
or
"Swordfighter Set-Up" Advantages 2: Improved Critical (Sword), Takedown [2]

Offense:
Unarmed +9 (+0 Damage, DC 15)
Sword +9 (+3 Damage, DC 18)
Bow +7 (+4 Ranged Damage, DC 19)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +0 (+2 Armor), Fortitude +2, Will +5

Complications:
Various

Total: Abilities: 16 / Skills: 30--15 / Advantages: 15 / Powers: 26 / Defenses: 16 (88)

-I always liked Rangers- they're a bit more balanced than most classes, leaving them as Jacks of All Trades, but Masters of None. They are worse fighters than Fighters, worse spellcasters than Druids, less Stealthy than Thieves... but are smarter and stealthier than Fighters, better fighters than Druids, and tougher than Thieves. Also, they have a pronounced Racial Enemy power that lets them be ultra-killy against one particular type of creature.

RANGERS:
KIVAN, Chaotic Good Elven Ranger- PL 7 (110): ST 1, STA 2, AGI 3, INT 0, FIGHTING 9, DEX 3, AWA 2, PRE -1 "Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [23]
-A great stealth-fighter who hunts a Half-Ogre named Tazok for torturing and murdering his wife. Appearing only in the first game, his entire personality is based around his quest for revenge, at the expense of people skills (though he isn't exactly rude; just short with people). Naturally, his Racial Enemy is set at "Ogre".

MINSC, Neutral Good Elf Ranger- PL 9 (102): ST 4, STA 2, AGI 2, INT -1, FIGHTING 9, DEX 2, AWA -2, PRE -1 "Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [15]
-An extremely honorable fellow who loves to help others... but he's also a giant foolhardy idiot. He keeps a pet hamster named Boo in one of his Item Slots, and it cannot be removed. Rather than being the Jar-Jar like I suspected, apparently he is far and away the most popular character, and an icon to the series. It helps that he's ST 4, making him PL 8 overall.

BALDUR'S GATE II:
VALYGAR CORTHALA, Human Stalker- PL 9 (120): ST 3, STA 3, AGI 4, INT 0, FIGHTING 9, DEX 4, AWA 2, PRE 0 [32]
-Valygar is a Stalker, a kit for Rangers.

PALADINS
Role:
The Tank, Lawful Good Guys
PL 8 (71)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+4)
Expertise (Soldier) 4 (+4)
Expertise (Religion) 5 (+5)
Insight 2 (+2)
Intimidation 5 (+5)
Perception 4 (+4)
Persuasion 4 (+4)

Advantages:
Diehard, Equipment 4 (Sword +3, Armor +3, Shield +1, Bow +4), Great Endurance, Improved Critical (Sword), Power Attack, Ranged Attack 7, Takedown

Powers:
"Priest Spells"
"Lay on Hands" Healing 4 (Flaws: Unreliable) (4) -- [7]
AE: "Detect Evil" Mind Reading 8 (Flaws: Limited to Evil Alignments, Unreliable 2- 1/day) (2)
AE: "Turn Undead" Damage 4 (Extras: Area- 30ft. Burst) (Flaws: Limited to Undead) (4)
AE: "Protection From Evil" Defenses 2 & +2 Fort & Will (Flaws: Limited to Against Evil Alignments) (Flaws: Unreliable 2- 1/day) (1)

Offense:
Unarmed +11 (+0 Damage, DC 15)
Sword +10 (+3 Damage, DC 18)
Bow +7 (+4 Ranged Damage, DC 19)
Initiative +0

Defenses:
Dodge +7 (+8 Shield, DC 17-18), Parry +9 (+10 Shield, DC 19-20), Toughness +0 (+3 Armor), Fortitude +3, Will +6

Complications:
Various

Total: Abilities: 18 / Skills: 28--14 / Advantages: 16 / Powers: 7 / Defenses: 16 (71)

-Paladins are one of the more controversial classes in D&D, because they have to behave in a certain manner due to the rules, leading to a lot of players interpreting them as Lawful Stupid, too boring, or just a hindrance on everybody around. They mix some aspects of a fighter with those of a low-end Cleric.

PALADINS:
AJANTIS ILVASTARR, Lawful Good Human Paladin- PL 8 (103): ST 3, STA 3, AGI 1, FIGHTING 9, DEX 4, INT 1, AWA 1, PRE 3 [32]
-A bit of a loon, Ajantis sees evil in everything, making him the butt of some jokes. He is brainwashed in the second game, and killed by your party.

DORN IL-KHAN, Neutral Evil Half-Orc Blackguard- PL 8 (119): ST 4, STA 2, AGI 3, FIGHTING 9, DEX 3, INT 0, AWA 2, PRE 3, "Half-Orc Physiology" Low-Light Vision [35]
"Blackguard Powers- Add to Paladin's" Aura of Despair (Selective Area Limited Affliction Impaired/Disabled 8), Poison Weapon (Adds Progressive Weaken Stamina 4 to Weapons- Unreliable), Absorb Health instead fo Lay On Hands (Healing 4 Linked to Damage 4) [10]
"Blackguard Traits" Immunity 3 (Level Drain, Fear Effects 2) [3]
-From "Enhanced Edition", he is a Blackguard- basically an evil Paladin. His high Strength makes him one of the most dangerous fighters in the party, and he really has no "Dump Stat".

KELDORN FIRECAM, Lawful Good Human Paladin- PL 8 (115): ST 3, STA 3, AGI -1, FIGHTING 9, DEX -1, INT 1, AWA 3, PRE 4 [32]
"Inquisitor" Immunity 4 (Charm 2, Hold 2) [4]
"Inquisitor Powers" (replace Priest Spells) Dispel Magic (Unreliable Nullify All Magical Effects 9- Simultaneous Burst Area), True Sight (Unreliable Burst Area Nullify All Illusions) [8]
-A veterna Paladin, Keldorn is covered with scars, and mentored many other Paladins, including Ajantis, above. As an Inquisitor, his kit is slightly different, but apparently one of the best in the game. He is like, THE Paladin, though- he refuses to be part of a party with evil characters, he will attack you if your let the party's reputation dip to "evil", and some options make him seem incredibly harsh. A bit of a look into the "Lawful Good" side of things in a morally-grey world.

BARDS
Role:
Jacks Of All Trades, Weak Characters
PL 6 (72)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 4 (+4)
Athletics 4 (+4)
Deception 6 (+6)
Expertise (Music) 6 (+6)
Insight 2 (+2)
Perception 3 (+3)
Persuasion 3 (+3)
Sleight of Hand 3 (+3)
Stealth 3 (+3)

Advantages:
Defensive Attack, Equipment 3 (Short Sword +2, Bow +4, Armor +2, Musical Gear), Improved Defense, Ranged Attack 5

Powers:
"Bard Song- Morale" Enhanced Will +5 (Extras: Affects Others, Area- Hearing Perception, Selective) (20) -- [22]
AE: "Wizard's Spellbook" Variable (Magical Effects) 3 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells) (18)
AE: "Bard Song- Luck" Enhanced Advantages 3: Defensive Roll 2, Uncanny Dodge (Extras: Affects Others, Area- Hearing Perception, Selective) (12)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Dagger +6 (+2 Damage, DC 17)
Bow +6 (+4 Ranged Damage, DC 19)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +0 (+2 Armor), Fortitude +0, Will +4

Complications:
Various

Total: Abilities: 12 / Skills: 34--17 / Advantages: 10 / Powers: 22 / Defenses: 11 (72)

-Bards aren't well-known for being particularly gifted or necessary in RPGs, and that goes for this one as well. Their trademark is "Bard Song" (low-end boosts to the group), but they can also cast spells from the Wizard's Spellbook, albeit only a handful.

BARDS:
GARRICK, Chaotic Neutral Human Bard- PL 6 (98): ST 2, STA -1, AGI 3, FIGHTING 6, DEX 3, INT 1, AWA 2, PRE 3 [26]
"Spells" Color Spray, Magic Missile (Blast 6), Mirror Image
-Your typical fun-loving "I want the world to sing" Bard. He's a dogged Nice Guy archetype who naturally fumbles with the ladies, both due to the "Nice Guy" thing, and because he can't ever seem to spit it out. A fun character, but not that great at his job.

ELDOTH KRON, Neutral Evil Human Bard- PL 6 (96): ST 3, STA 3, AGI 1, FIGHTING 6, DEX 1, INT 1, AWA 0, PRE 3 [24]
"Spells" Larloch's Minor Drain, Magic Missile (Blast 6), Horror, Poisoned Arrows (Blast 4 & Ranged Weaken 4- Progressive)
-Eldoth is an egocentric sleazeball meant to show than the "Rogueish Rake" kind of character is actually really bad in real life- he's not Ax Crazy like the other Evil characters, but he's also not that great at anything, and can't be counted on.

HAER'DALIS, Chaotic Neutral Tiefling Bard- PL 6 (106): ST 3, STA -1, AGI 3, FIGHTING 6, DEX 3, INT 2, AWA 2, PRE 3, "Tiefling Physiology" Immunity 5 (Cold Damage- Half Only), Immunity 5 (Fire Damage- Quarter Only) [33]
Has Poisoned Paired Swords [1]
-Your only Tiefling, favored race of goth kids everywhere, Haer'Dalis is apparently pretty hard to locate, and takes up the role of "Romantic Rival", fighting with you (even challenging you to a duel) over the love of Aerie.

MAGES
Role:
Blasters & Assisters, Fragile Fighters
PL 6 (94)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 1 (+1)
Expertise (Magic) 8 (+8)
Perception 3 (+3)
Ranged Combat (Magic) 4 (+8)

Advantages:
Equipment 1 (Staff +2), Ranged Attack 6

Powers:
"Wizard's Spellbook" Variable (Magical Spellbook) 10 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells) [60]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Staff +4 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +4 (DC 14), Toughness +0, Fortitude +0, Will +5

Complications:
Power Loss (Magic)- Mages may only cast a certain number of spells per day.

Total: Abilities: 8 / Skills: 16--8 / Advantages: 7 / Powers: 60 / Defenses: 11 (94)

-Mages are very powerful, and can be used to either Blast away, manipulate enemies, cast illusions, etc. Generally, they can do everything but Heal (Clerics) or animal/wilderness stuff (Druids). However, they are fragile, especially in the first part of the game, and cannot wear armor- best keep them protected, because even the best wizard is gonna get murdered if you stick them out front. Their great Magical Might allows for dozens of potential spells, but at Level 10, they can still only cast 14 per day, and it's all pre-selected. So instead of trying to figure out each one in particular (which changes by the day), I just stuck in "Variable" and give several options, seen below. Most spells aren't terribly complicted or even expensive- however, the high-end ones are easily the most damaging things at your beck and call- Level 10s can probably knock out PL 8-10 Area Effects if necessary. The only reason I go as high as ten ranks on the Variable is because Mages have access to Summons, which stick around while they're doing other stuff.

SORCERERS:
BAELOTH BARRITYL, Chaotic Evil Drow Sorceror- PL 6 (138, minus a bit): ST 1, STA 3, INT 4, FIGHTING 4, DEX 2, AWA 1, PRE 3 "Drow Physiology" Darkvision, Immunity 20 (Magical Effects) (Flaws: Limited to Half-Effect), Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [42]
"Sorcerer" Replace "Wizard's Spellbook" with an assortment of individual Spells in an Array. [-60, +Whatever]
-Baeloth is from the "Enhanced Edition"- he was stranded after his Djinn servant betrayed him. He is the only Sorcerer around- a class that works different in terms of Magic- they can cast as many spells as they want of one type (within their daily limit of spells), but can only cast from a limited pool that they know. This makes them highly specialized, but better than Mages for straight "blowing stuff up" power.

SPECIALIST MAGES
Role:
Blasters & Assisters, Fragile Fighters
PL 6 (97)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 1 (+1)
Expertise (Magic) 8 (+8)
Perception 3 (+3)
Ranged Combat (Magic) 4 (+8)

Advantages:
Equipment 1 (Staff +2), Ranged Attack 6

Powers:
"Wizard's Spellbook" Variable (Magical Spellbook) 10 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells) (Quirks: None of Opposing School -2) [58]
"Spell Resistance" Immunity 20 (Magical Effects) (Flaws: Limited to 1/4 Effect -3, Limited to Chosen Specialty) [5]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Staff +4 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +4 (DC 14), Toughness +0, Fortitude +0, Will +5

Complications:
Power Loss (Magic)- Mages may only cast a certain number of spells per day.

Total: Abilities: 8 / Skills: 16--8 / Advantages: 7 / Powers: 65 / Defenses: 11 (97)

-Your party is usually made up of characters who've already Specialized- a type of Mage that focuses on one particular school (allowing them more spells than normal), and is disallowed one other. Abjurers cannot use Alteration, Conjurers cannot use Divination, Diviners cannot use Conjuration, Enchanters cannot use Invocation, Illusionists cannot use Necromancy, Invokers cannot use Enchantment, Necromancers cannot use Illusion, and Transmuters (Alteration) cannot use Abjuration.

WIZARDS:
XAN, Lawful Neutral Elf Enchanter- PL 9 (120): ST 1, STA -2, INT 3, FIGHTING 4, DEX 4, AWA 2, PRE 3 "Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [25]
-Xan is great at affecting your enemies, but problematically has no ranged Damage capability. His Stamina is pathetic, and he generally acts like "Captain Bringdown", complaining about your chances at accomplishing ANYTHING.

EDWIN ODESSEIRON, Lawful Evil Human Conjurer- PL 9 (105): ST -1, STA 3, AGI 0, FIGHTING 4, DEX 0, INT 4, AWA -1, PRE 0 [10]
-Considered the most powerful one of the group. One of the Red Wizards, a big-time Forgotten Realms cabal of evil types. Extremely sinister, but prone to boasting, talking out loud, and fighting above his weight class- it's revealed in the end that he actually challenges Elminster, the super-powerful mage (and one of the more-obvious examples of a Mary Sue) of the setting, who forces a sex change on him, then depowers "Edwina" for good measure.

DYNAHEIR, Lawful Good Human Invoker- PL 9 (117): ST 0, STA 3, AGI 1, INT 3, FIGHTING 4, DEX 1, AWA 2, PRE 1 [22]
-Dynaheir thinks she should be in charge of everyone. She's a canonical party member judging by later games, but is considered the most BORING Mage you can pick.

XZAR, Chaotic Evil Human Necromancer- PL 9 (125): ST 2, STA 0, AGI 3, INT 3, FIGHTING 4, DEX 3, AWA 3, PRE 0 [28]
-A psychotic schizophrenic, Xzar is probably supposed to show players "that guy"- the one at the gaming table who shouts random things and acts like a weirdo. He's Chaotic Evil, but generally can get along with others so long as there's a task at hand (and he wants to manipulate Charname to act like he does).

NEERA, Chaotic Neutral Half-Elf Wild Mage- PL 9 (122): ST 0, STA 2, AGI 3, INT 3, FIGHTING 4, DEX 3, AWA 0, PRE 0 "Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [25]
-Neera is from the "Enhanced Edition", and is recruited if you help her against a group of Wild Mages she's been fighting. As one of the people hunting her is a Red Wizard, recruiting her will cause Edwin to leave your party. As a "Wild Mage", she is like any other, but gains the ability to cast any spell she knows and have a chance of getting a "Wild Surge"- which can either help or hinder you or the party. Effects include changing sex, petrification, and more- Neera is thus a "High Risk, High Reward" sort of character, and can potentially end your game by killing the main character.

BALDUR'S GATE II:
JAN JANSEN, Chaotic Neutral Gnome Illusionist/Thief- PL 9 (132): ST -1, STA 2, AGI 3, INT 3, FIGHTING 4, DEX 3, AWA 2, PRE 0 "Gnome Physiology" Infravision [25]
"Thief Stuff" Deception 4 (+3), Expertise (Thief) 4 (+5), Perception 4 (+5), Sleight of Hand 4 (+10), Stealth 4 (+7) [9]
No Great Endurance, Diehard or Improved Smash [-3]
Inventor, Uncanny Dodge [2]
"Backstab" Strength-Damage +2 (Feats: Variable- Weapons) (Flaws: Limited to Distracted/Unguarded Opponents) [2]
-Jan is a babbling, nonsensical Gnome Illusionist/Thief and an inventor. The worst character in a fight, but as your only guy who can enhance his levels of Thief, he becomes very good at all of the "Thief" stuff- better than the other characters. That and his Illusionist stuff makes him a great "Team Assist" kind of guy.

Divination:
* Detection spells.
Clairvoyance (Remote Sensing)
Detect Invisibility (Vision Penetrates Concealment & Illusion)
Know Alignment (Limited Mind Reading- Alignment Only)
Identify (Analytical, Acute Magical Sense)
Infravision (Infravision)

Enchantment:
* Mind Control stuff. Like a Telepath in comics.
Chaos (Confusion, but moreso)
Charm Person (Mind Control- Limited to Friendly)
Confusion (Ranged Affliction- Transformed to Berserk Rager)
Dire Charm (Same as Above)
Domination (Mind Control)
Emotion-Hopelessness (Ranged Affliction- Incapacitated)
Dispel Magic (Nullify All Magical Effects- Burst Area)
Feeblemind (Affliction- Transformed to Stupid)
Greater Malison (Ranged Affliction- Impaired/Disabled Saves)
Hold Person (Snare- Uses Will)
Hold Monster (Snare- Uses Will)
Luck (+1 Attack, Defenses, Saves & All Skills- Affects Others)
Sleep (Ranged Affliction- Sleep)
Friends (Enhanced Presence)

Conjuration:
* Summoning and a few Blasts & Status Affecters. Basically, you create stuff.
Armor (Protection)
Monster Summoning I-III (Summon Heroic Monster- Variable 2, Attitude)
Flame Arrow (Blast)
Ghost Armor (Protection)
Grease (Affliction- Impaired & Hindered/Disabled & Immobile)
Melf's Acid Arrow (heheheheheheheeheheh.... "Melf". Blast w/ Secondary Effect)

Necromancy:
* Evil undead stuff.
Animate Dead (Summon Active Horde- 1/level)
Ghoul Touch (Affliction- Paralyzed)
Horror (Limited Mind Control- Selective Terror/Fleeing)
Larloch's Minor Drain (Ranged Weaken Stamina & Healing same amount of points)
Skull Trap (Burst Blast- Triggered By Proximity)
Spirit Armor (Protection, +2 vs. Magical Attacks, Reduces Fortitude)
Vampiric Touch (Weaken Stamina & Healing same amoun of points)

Illusion:
* Self-explanatory, really.
Blindness (Ranged Affliction- Unaware)
Blur (Concealment- Limited)
Improved Invisibility (Concealment- Visuals)
Invisibility (Concealment- Limited to When Not Attacking)
Mirror Image (Limited Illusion- Copies)
Shadow Door (Concealment + Teleport)

Evocation:
* All the killy and Protective spells. So the best for combat.
Agannazar’s Scorcher (Line Damage)
Chill Touch (Damage)
Chromatic Orb (??)
Cloudkill (Cloud Damage)
Cone of Cold (Cone Damage)
Fireball (Burst Ranged Damage)
Magic Missile (Multiattack Blast)
Lightning Bolt (Multiattack Blast- Ricochet & Homing)
Shield (Force Field)
Stinking Cloud (Cloud Area Sleep)
Web (Burst Snare)

Abjuration:
* Protection & Concealment spells.
Minor Globe of Invulnerability (Immunity to Magical Effects- Limited to Level 1-3 Spells)
Non-Detection (Concealment from Invisibility-Detecting Spells)
Protection from Evil (Selective Area Will +2, Selective Area Impaired/Disabled Affliction)
Protection from Normal Missiles (Immunity to Thrown Weapons & Bow Fire)
Protection from Petrification (Immunity to Petrification)
Remove Curse (Nullify Magical Curses)

Alteration:
* Changing stuff to other stuff.
Burning Hands (Cone Damage)
Color Spray (Ranged Affliction- Asleep)
Dimension Door (Teleport- Close Range)
Haste (Affects Others Speed, Defenses & Attack Bonuses)
Knock (Automatically Opens Locks- Transform)
Polymorph Other (Affliction- Transformed to Squirrel)
Polymorph Self (Shapeshift)
Shocking Grasp (Damage)
Vocalize (Undoes the "Silence" Spell)
Otiluke's Resilient Sphere (Immunity to All Damage, But Unable to Act)
Slow (Ranged Affliction- Impaired/Disabled)
Strength (Bestow Strength 4)

DRUIDS
Role:
Wizards, Wild Warriors, Super-Hippies
PL 8 (106)
STRENGTH
0/6 STAMINA 0/6 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 1 (+1)
Expertise (Magic) 8 (+8)
Perception 3 (+3)
Ranged Combat (Magic) 4 (+8)

Advantages:
Equipment 1 (Staff +2, Armor +1), Ranged Attack 6

Powers:
"Druid's Spellbook" Variable (Divine Spellbook) 8 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells) [48]
"Wild Shape" Shapeshift 3 (Flaws: Limited to Wolf, Black Bear or Brown Bear Form) [24]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Staff +4 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +4 (DC 14), Toughness +0 (+1 Armor), Fortitude +0, Will +5

Complications:
Power Loss (Magic)- Mages may only cast a certain number of spells per day.

Total: Abilities: 8 / Skills: 16--8 / Advantages: 7 / Powers: 72 / Defenses: 11 (106)

-Druids are characters of "Nature & Balance", meaning they always have to be Neutral in alignment, and they're usually giant hippies. Why an Iron Age world requires super-hippies is beyond me, but I guess that's how the developers needed to justify the characters. They're not as crazy-powerful as Mages, but can Wildshape and use better weapons and even some ARMOR (!!).

DRUIDS:
FALDON, Neutral Human Druid- PL 8 (126): ST 1, STA 0, AGI 2, FIGHTING 4, DEX 2, INT 0, AWA 3, PRE 2 [20]
"Spells" Color Spray, Magic Missile (Blast 6), Mirror Image
-A "Shadow Druid" who wishes to return all civilization to the wilds, by force if necessary (so... a super-hippy). She interacts poorly with Jaheira because of opposing druid factions, but is the only one who can cast Level 5 Priest Spells. Most players still choose the hardier and more plot-important Jaheira, however.

JAHEIRA, True Neutral Half-Elf Fighter/Druid- PL 8 (148): ST 2, STA 3, AGI 2, INT 0, FIGHTING 8, DEX 2, AWA 2, PRE 2 "Half-Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [37]
"Fighter Attributes" Great Endurance, Improved Critical (Staff), Power Attack, Takedown 2 [5]
-Jaheira & Khalid are married, and she spends most of her time bossing him around. When she is widowed in the sequel, she is available for a male PC to romance (I'm pretty sure that's the one you're SUPPOSED to go with, too). Her combination of fighting skills and Druidic powers makes her a lethal combination, and the most expensive character points-wise. She's actually a bit of a Crutch Character in the early going, thanks to low XP-requirements for her class upgrades- this leaves her powerful at the beginning, but she sort of flames out at the upper tiers in both Baldur's Gate games.

CERND, Neutral Human Shapeshifter- PL 8 (123): ST 1, STA 1, AGI -1, FIGHTING 4, DEX -1, INT 1, AWA 4, PRE 2 [14]
"Staff of the High Forest" Regeneration 3, "Cloak of the High Forest" Protection 2 [3]
-Cernd is a Shapeshifter, which is a class kit for Druids that allows for Werewolf Shapeshifting early on. Which... is really just included in the Shapeshift up there, so no stat difference, I guess. He's considered quite a bit bland, being an easygoing Druid who even gets along with other Druids in the party.

DRUID SPELLS:
Bless (Selective Area- +1 Accuracy & Ranged Attack, +2 to Will)
Cure Light/Moderate/Serious/Critical Wounds (Healing)
Entangle (Area Affliction- Hindered/Immobile)
Detect Evil (Limited Mind Reading)
Remove Fear (Nullify Fear & Intimidation, +2 Will to Allies)
Shillelaugh (+2 Accurate Damage)
Barkskin (Protection- Affects Others)
Charm Person or Mammal (Mind Control- Limited to Friendly)
Find Traps (Trap Detection)
Flame Blade (Damage)
Goodberry (Healing Via 5 Berries)
Slow Poison (Nullify Poison)
Know Alignment (Limited Mind Reading- Alignment Only)
Resist Fire/Cold (Half-Immunity)
Slow & Nullify Poison (Boost Fortitude & Nullify Poison)
Call Lightning (Line Damage- 1 per turn until spell is turned off)
Hold Animal (Snare- Uses Will)
Invisibilty Purge (Nullify Invisibility)
Miscast Magic (Affliction- Impaired/Disabled/Powerless to Magic)
Protection From Fire (Immunity to Fire- 80% against Magical Fire)
Animal Summoning I & II (Summon Heroic, Controlled Ally- Variable +2- Animals)
Defensive Harmony (Selective Area Enhanced Defenses)
Protection From Lightning

CLERICS
Role:
Healers
PL 6 (81)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Religion) 8 (+8)
Perception 3 (+3)
Persuasion 3 (+3)
Ranged Combat (Magic) 4 (+8)

Advantages:
Equipment 1 (Mace or Something +2, Armor +1), Ranged Attack 6

Powers:
"Priest's Spellbook" Variable (Clerical/Priest Spellbook) 6 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells) (36) -- [38]
AE: "Cure Wounds" Healing 8 (Flaws: Removes One Other Spell For the Day) (8)
AE: "Turn Undead" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Limited to Undead) (8)

Offense:
Unarmed +7 (+0 Damage, DC 15)
Mace +7 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +0 (+1 Armor), Fortitude +1, Will +6

Complications:
Power Loss (Magic)- Clerics may only cast a certain number of spells per day.

Total: Abilities: 14 / Skills: 18--9 / Advantages: 7 / Powers: 38 / Defenses: 13 (81)

-Your party is usually made up of characters who've already Specialized- a type of Mage that focuses on one particular school (allowing them more spells than normal), and is disallowed one other. Abjurers cannot use Alteration, Conjurers cannot use Divination, Diviners cannot use Conjuration, Enchanters cannot use Invocation, Illusionists cannot use Necromancy, Invokers cannot use Enchantment, Necromancers cannot use Illusion, and Transmuters (Alteration) cannot use Abjuration.

CLERICS:
VICONIA DeVIR, Neutral Evil Drow Cleric- PL 6 (133): ST 0, STA -1, AGI 4, FIGHTING 7, DEX 4, INT 3, AWA 2, PRE 2, "Drow Physiology" Darkvision, Immunity 20 (Magical Effects) (Flaws: Limited to Half-Effect), Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [52]
-Viconia is half-immune to all Magic- unfortunately, this counts for even POSITIVE spells, so healing her can be a pain. Her presence drops the party's Reputation, as Drow are seen as evil- if your rep grows too high, she will leave the party. The main character can romance her, but she's a big-time "Broken Bird" with some nasty mental scarring. Plus, you know, the whole "Evil Drow" thing. Naturally, she is one of the most popular characters in the series, being a Snide, Sarcastic, Sexy Female Drow voiced by Grey "Azula" DeLisle.

BRANWEN, True Neutral Human Cleric- PL 6 (107): ST 1, STA 3, AGI 3, FIGHTING 7, DEX 3, INT -1, AWA 3, PRE 1 [26]
"Spiritual Hammer" Damage +2 (Accurate)
-Branwen is a Nordic-looking Valkyrie Chick who's the Cleric to a God of War. Her "middle of the road" stats and generic, somewhat-nice personality make her one of the least-used Clerics.

TIAX, Chaotic Evil Gnome Cleric/Thief- PL 6 (98): ST -1, STA 3, AGI 3, INT 0, FIGHTING 7, DEX 3, AWA 1, PRE -1 "Gnome Physiology" Low-Light Vision [17]
"Spells" Summon Ghast
-Even crazier than Xzar, Tiax is more like Chaotic Stupid, and is prone to grandiose statements and behaves like Caligula, but played for laughs.

QUAYLE, Chaotic Neutral Gnome Cleric/Ilusionist- PL 6 (90): ST -1, STA 0, AGI 2, INT 3, FIGHTING 7, DEX 2, AWA 0, PRE -2 "Gnome Physiology" Low-Light Vision [9]
-A talkative weirdo, he is the closest thing to a Joke Character the game gets. He has a HUGELY over-inflated opinion of himself for such a weak character, making him quite hated among the fans.

AERIE, Lawful Good Avariel/Winged Elf Cleric/Mage- PL 8 (134): ST 0, STA -1, AGI 3, FIGHTING 6, DEX 3, INT 3, AWA 3, PRE 2, "Elf Physiology" Infravision, Half-Immunity 2 (Sleep, Aging), Swords +1, Bows +1 [27]
"Wizard's Spellbook" Variable (Magical Spellbook) 6 (Extras: Move Action) (Flaws: Unreliable- Each Spell is 1/Day, Limited to Pre-Selected Spells) [36]
Priest's Spellbook at Rank 4 [-12]
Expertise (Magic) 6 (+9) [3]
Religion -2 (+9) [-1]
-Aerie is an Avariel that has lost her wings, turning her into just an Elf. She's got giant eyes and a sweet-natured personality, meaning she's probably meant to appeal to guys who dig the "Good Girls" and/or "Weepy Broken Bird" characters- the sympathetic backstory (she was captured by slavers, forced to perform in a circus, and lost her wings to atrophy and infection) helps. It turns out she was saved by Quayle, the much-hated Illusionist from the first game. She's a Cleric/Mage- the only Elf that can do so. She is beloved by most male characters (Minsc will enter a berserker state if she is badly hurt), but Korgan hates her for her weakness, and Viconia and she are potential rivals for the PC's affections.

THE PRIEST'S SPELLBOOK:
* Clerics have access to fifty spells, some of which they can share with Druids. The sequel adds sixty-eight!

Aid (Selective Area- +1 Accuracy & Ranged Attack, +2 to Will, Protection 2)
Animate Dead (Summon Active Horde of Controlled Allies- Variable +2- Undead)
Barkskin (Protection- Affects Others)
Bless (Selective Area- +1 Accuracy & Ranged Attack, +2 to Will)
Champion’s Strength (Protection & Enhanced Strength)
Chant (Selective Area Bonus to Attack, Defense, Strength & Saves; Selective Area Drop in the same to Enemies)
Command (Ranged Sleep)
Cure Light/Moderate/Serious/Critical Wounds (Healing)
Defensive Harmony (Selective Area Enhanced Defenses)
Detect Evil (Limited Mind Reading)
Dispel Magic (Nullify Magic- Broad Area)
Draw Upon Holy Might (Enhanced Strength, Stamina, Dex, Agility)
Find Traps (Trap Detection)
Flame Blade (Damage)
Flame Strike (Blast)
Free Action (Affects Others Immunity to Movement-Impairing Magic)
Glyph of Warding (Electrical Damage- Triggered by Touch)
Goodberry (Healing Via 5 Berries)
Invisibilty Purge (Nullify Invisibility)
Know Alignment (Limited Mind Reading- Alignment Only)
Magical Stone (Blast)
Mental Domination (Mind Control)
Miscast Magic (Affliction- Impaired/Disabled/Powerless to Magic)
Neutralize Poison (Nullify Poison, Dazzles, Disease)
Protection From Evil (Defenses 2 & +2 Fort & Will- Limited to Against Evil Alignments)
Protection From Evil Aura (Burst Area Affects Others Defenses 2 & +2 Fort & Will- Limited to Against Evil Alignments)
Protection From Fire (Immunity to Fire- 80% against Magical Fire)
Protection From Fire (Immunity to Lightning- 80% against Magical Lightning)
Raise Dead (Affects Others Immortality- Limited to With Great Damage)
Remove Curse (Nullify Curses)
Remove Fear (Nullify Fear & Intimidation, +2 Will to Allies)
Remove Paralysis (Nullify Paralysis)
Resist Fire/Cold (Half-Immunity)
Slow & Nullify Poison (Boost Fortitude & Nullify Poison)
Rigid Thinking (Ranged Affliction- Confusion)
Sanctuary (Concealment Unless Attacking)
Shillelaugh (+2 Accurate Damage)
Silence (Area Nullify Magic)
Spiritual Hammer (+4 Damage)
Strength of One (Selective Area Enhanced Strength)

FLASHBACK:
Game Type: Single-Screen-Swapping Action Platformer
Release Date: 1992
Developer: Delphine Software International

-Another in the "Games I've always been curious about, but never played", Flashback actually came out for a TON of systems (including the Super NES, Sega CD, CD-i, Jaguar, 3DO and Genesis... and something called the "Symbion", which is hilariously similar-sounding to... another thing...), yet I've never even seen a copy. Featuring rotoscoped animation, it looks and feels similar to The Prince of Persia and Blackthorne- the animation is traced over an actual human being's movements, so it looks incredibly fluid. All I remember of it was the ad, featuring a suspicious brown-haired kid looking at a blue-headed alien.
-In the game, you play an amnesiac kid lost in a world of corrupt cops and evil mutants- his memory was wiped after an invention of his uncovered that shapeshifting aliens had mixed into the human population. In order to get an offworld pass, Conrad has to take on a number of dangerous jobs, entailing a lot of little spatial puzzles for the player to solve. After that, Conrad travels to the aliens' homeworld and commits genocide by blowing up the entire planet!
-The game sold well, and is apparently the best-selling French game of all time (though I can't imagine there's a lot of THOSE around in the big leagues). There was even a SEQUEL released for the PlayStation, though I've never heard of it (Fade To Black), and an HD remake from a couple of years ago.

CONRAD B. HART
Role:
Solo Alien-Fighter
PL 7 (93)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+8)
Deception 5 (+8)
Expertise (Science) 4 (+9)
Insight 2 (+5)
Investigation 4 (+7)
Perception 2 (+5)
Persuasion 3 (+6)
Stealth 2 (+5)
Technology 6 (+11)

Advantages:
Equipment 2 (Blaster +5), Ranged Attack 4

Powers:
"Specialized Gear" (Flaws: Removable) [9]
"Shield" Force Field 5 (Extras: Impervious) (Quirks: Wears Down After Repeated Use and Must Recharge -1) (9)
"Force Field" Enhanced Dodge 2 (2)
-- (11 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Blaster +9 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +4 (+6 Force Field, DC 14-16), Parry +5 (DC 15), Toughness +3 (+8 Shield), Fortitude +4, Will +6

Complications:
Motivation (Stopping the Morphs)- Morphs have infiltrated human society, and must be stopped.

Total: Abilities: 58 / Skills: 34--17 / Advantages: 8 / Powers: 6 / Defenses: 4 (93)

-Conrad isn't terribly powerful or anything, but he's effective at what he does- most of his time is spent shooting only one guy on screen at a time, and even little things like falling too far can hurt him- he's basically a normal guy in a Sci-Fi world, just with some pretty good defensive gear that makes him PL 7.

The Comic Expo was pretty good today- though that one booth that usually has Battle Beasts around wasn't there, it seems (it's possible I missed it, though- the booth is usually TINY and can easily mesh in with all the other stuff).

* Cosplay Notes: The winner, oddly enough, is SNOW WHITE, with four separate people in that costume. An odd one, actually, as I don't recall seeing much of that one before. After that, there were 3-4 Poison Ivys, three Elsas, two Ariels, a couple Harley Quinns, and two Widowmakers (from Overwatch). I also saw a Merida. I think this "Disney" company might be on to something.

* There was the usual Artists Alley, or as they should have called it, OVERWATCH Alley, because absolutely every booth was overflowing with pictures of the character from the game. Well, half of them anyways- looking here, you'd never have guessed that game featured characters with wangs. This actually alters course finally, as the previous three years have largely featured at least one Elsa drawing at every booth- now a mere 10-15% of them had one.

* John "Q" DeLancie had an extremely puny line, oddly enough (though I know he's done Cons around here before). So did Garrett "he must live here" Wang. Carrie Fisher oddly enough had only a "Standard-Sized" booth, the same as the guy from Arrow and Wallace Shawn, whose line EASILY matched hers! I don't know what she charged, but Wallace was charging $50. Austin St. John (Jassonnnnnnnnnnnn...) didn't have a price visible on his. Last year, we had Billy & Zack from the same Power Rangers team, but both charged ridiculous enough fees that I didn't fee like going up (I mean, what are you gonna do if you're not buying anything? It always feels weird to do that).

* Christian Slater was there, but what am I gonna say to that guy? "How's it feel to be the unanimous decision for worst character on Archer?

* Wallace Shawn had a panel (in front of hundreds of people in a large hall), which was pretty good, though he talks pretty slowly, meaning we got a lot of rambling stories. They only really focused on Princess Bride for a tiny bit (Andre the Giant apparently calmed his fear of heights- from doing the "Cliff Scene" on a large forklift- with a hidden bottle of cognac), and he spent more time talking about Voice Acting and the different kinds of acting you can do. It was a lot more... informative about the acting process... than "Hey, remember this? Wasn't that funny?" kind of stuff. Apparently film can be tricky because you can read just a few lines for your character and ASSUME you have it down, but with almost zero rehearsal time, and the artificiality of movie sets, you might not be able to get into character quickly enough.

About his Star Trek: DS9 character, a Ferengi leader: "I remember a producer of the show pulled me aside and said 'don't you know this is supposed to be serious?'! I don't own a television, and I never have- I looked around and assumed this was supposed to be funny!" And he shares the usual "sitting in a makeup chair for three hours and then not being able to touch your face for an entire day sucks ass" story.

Voice Acting is different because a director can walk up to you and say "Hey, can you do this line twice as fast, and in a higher pitch?". He says that should a director in LIVE ACTION do that, "that would be call for that director's removal, for interfering in the actor's process like that", but in Voice stuff, it's okay and expected.

There's a funny story about doing a serious play in New York, with a lot of dramatic subject matter, then some "weird guy" coming up to him after the show with a plastic dinosaur in his hands and saying "I'm doing a film where I want you to play this dinosaur!" "Now, as an actor who lives in New York City, I'm used to people coming up to me and saying 'Hey Wally- I have this role that's perfect for you! You play the creepiest old guy in the entire world!', and then they plop a script in your hands, but you never really hear from most of them again!" But then he got a video of their "Lamp" movie, which he admitted was interesting ("It was the best LAMP Movie I've ever seen!"), and he had fun. Even watching the "pencil drawing" previews for Toy Story 3, which featured the voices of Pixar staff, "not real actors", the cast was pretty much in tears for most of it.

He jokes that he's "Extremist" and super far to the left ("I'm an extremist in the States, but here I'd be pretty normal"), so there's stuff he won't do, and he writes "really weird" plays that wouldn't make him any money, so it's good that he still gets work for other stuff, as he's "addicted" to being somewhat privileged ("I know many of people who are poor, and I couldn't do it").

Pretty interesting stuff. Most panels I've visited have actually been pretty good- it's kind of more fun that JUST going to look around at people's art (which is 50/50 at best at these things- some stuff is just "stuff printed from a show and put onto something else", which is pretty much copyright infringement).

* And unfortunately, all the booths selling toys are just selling Transformers toys from Japan or the '80s, at SUPER-inflated (and specific enough to be obvious that the sellers have all agreed upon the general pricing) prices. One of the only exceptions I found was the booth for a local Tattoo/Pop Culture shop (that has a full U.S.S. Flagg in their store!), which featured TMNT, He-Man & G.I. Joe. Seriously, NOTHING but Transformers. No wonder I had to spend a fortune to collect Dino Riders toys...

CAPTAIN COMMANDO:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1991
Developer: Capcom

-Captain Commando is a Capcom character I've never actually played in a game- I'm not even sure how I first heard of him. I'm PRETTY sure I'd heard of him before he showed up in Marvel (vs) Capcom, but it's possible I didn't. He was initially conceived to be the spokesman for Capcom itself in the late '80s (CAPtain COMmando, you see), but he turned out to just be the titular hero of a standard Beat 'Em Up game instead. Set in a futuristic Metro City, the Captain and his Commando Companions must face a band of super-powered villains who want to take over the universe. The character designs are deliberately goofy (your teammates include a Space Mummy and a Baby flying a Robot). The game didn't do well enough to earn a sequel- Cap didn't appear in a game again for seven years, and that was a fighting game.
-I'm tempted to make Cap PL 10 and his silly teammates PL 8s, but the game is balanced for all four, so they're all PL 9s- they DO have to go whup an entire city's worth of jacked-up punkers (I hate punkers).

CAPTAIN COMMANDO
Role:
The Main Character, Capcom Mascot
PL 9 (140)
STRENGTH
3/6 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 7 (+10, +12 Suit)
Expertise (Streetwise) 4 (+6)
Insight 3 (+5)
Intimidation 2 (+5)
Investigation 4 (+6)
Perception 4 (+6)
Persuasion 2 (+5)
Ranged Combat (Bolts) 2 (+12)
Technology 2 (+4)

Advantages:
Accurate Attack, Defensive Attack, Equipment 2 (Captain Goggles- Long-Range Vision & Facial Recognition Database, Captain Boots- No Falling Damage), Fast Grab, Improved Critical (Unarmed), Improved Trip, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Energy Gloves" (Flaws: Removable) [19]
Enhanced Strength 3 (6)
Power-Lifting 2 (3,200 lbs.) (2)
"Energy Bolts" Blast 6 (Feats: Variable- Fire or Electricity) (13) -- (15)
AE: "Captain Collider" Damage 8 (Extras: Area- 15ft. Burst +1/2) (Flaws: Unreliable- 5 Uses) (6)
AE: "Captain Cannon" Strength-Damage +2 (Extras: Penetrating 6) (Inaccurate -1) & Speed 2 (Limited to Small Bursts) (8)
-- (23 points)

"Captain Kick" Strength-Damage +0 (Extras: Multiattack 3) [3]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Glove Strength +12 (+6 Damage, DC 21)
Energy Bolts +12 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +5, Fortitude +6, Will +8

Complications:
Motivation (Justice)

Total: Abilities: 70 / Skills: 30--15 / Advantages: 17 / Powers: 22 / Defenses: 16 (140)

-Captain Commando apparently gains powers from his gear, but he's still not supremely overpowered. For his mutant-fighting universe, I figure him for Mike Haggar-level in some respects, despite seeming pretty "well-balanced" within the context of his own game.

GINZU THE NINJA (aka Sho)
Role:
Honourable Ninja
PL 9 (136)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 8 (+13)
Athletics 9 (+11)
Expertise (Ninja) 9 (+10)
Expertise (Martial Arts) 6 (+7)
Insight 2 (+5)
Investigation 3 (+6)
Perception 4 (+7)
Stealth 3 (+8)

Advantages:
Accurate Attack, Agile Feint, Defensive Attack, Equipment 4 (Smoke Bombs, Shuriken), Fast Grab, Evasion, Improved Critical (Sword), Improved Defense, Improved Initiative, Move-By Action, Precise Attack (Close/Concealment), Ranged Attack 7, Seize Initiative, Takedown 2, Uncanny Dodge

Powers:
"Special Moves"
"Iaizuki- Dash Attack" Strength-Damage +2 (Inaccurate -1) & Speed 2 (Flaws: Limited to Short Bursts) [2]
"Ninja Eyes" Senses 4 (Extended Vision 2, Darkvision) [4]

Equipment:
"Smoke Bomb" Concleament 2 (Visuals) (Extras: Area- 30ft. Cloud +2) Linked to Damage 6 (Extras: Area- 15ft. Burst +1/2) (17)
"Ninja Sword" Strength-Damage +3 (Feats: Improved Critical) (4)
"Shuriken" Blast 3 (Extras: Multiattack) (9)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Sword +13 (+5 Damage, DC 20)
Dash Attack +11 (+7 Damage, DC 22)
Initiative +9

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

Complications:
Motivation (Justice)

Total: Abilities: 66 / Skills: 44--22 / Advantages: 25 / Powers: 6 / Defenses: 17 (136)

-Ginzu (called "Sho" in Japan) is the successor to Guy from Final Fight, the future's master of the Bushinryu School of Ninjitsu. His powers include a Smoke Bomb, a Dash Attack (like the other characters), and special eyes. Unlike the others, he isn't a Cyborg or a Space Monster- he's just That Good.

MACK THE KNIFE (Jennety)
Role:
Space Mummy
PL 9 (124)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 14 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Athletics 6 (+8)
Expertise (Alien) 5 (+6)
Insight 2 (+5)
Intimidation 5 (+6)
Perception 2 (+5)

Advantages:
Accurate Attack, Defensive Attack, Equipment 1 (Gravity Controller Boots- Environmental Adaptation- Gravity), Fast Grab, Evasion, Improved Critical (Knives), Improved Defense, Improved Initiative, Move-By Action, Ranged Attack 7, Seize Initiative, Takedown 2, Uncanny Dodge

Powers:
"Sub-Sonic Melting Knives" (Flaws: Easily Removable) [5]
Strength-Damage +2 (Feats: Split) (Extras: Penetrating 5) (8 points)

"Spinning Attack With Bandages As Whips" Strength-Damage +2 (Extras: Multiattack 4) (Inaccurate -1) (5) -- [6]
AE: "Double Trouble- Dash Attack" Strength-Damage +2 (Inaccurate -1) & Speed 2 (Flaws: Limited to Short Bursts) (2)

Offense:
Unarmed +14 (+2 Damage, DC 17)
Knives +14 (+4 Damage, DC 19)
Dash Attack +12 (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Justice)

Total: Abilities: 68 / Skills: 20--10 / Advantages: 20 / Powers: 11 / Defenses: 15 (124)

-Mack (called Jannety in Japan- part of me hopes he's named for the failed member of The Rockers).

BABY HEAD (Hoover)
Role:
Baby Genius
PL 9 (113)
STRENGTH
-4/4 STAMINA -3 AGILITY -2/4
FIGHTING 0/12 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Science) 4 (+12)
Insight 2 (+5)
Investigation 2 (+5)
Perception 2 (+5)
Technology 6 (+14)
Vehicles 8 (+8)

Advantages:
Equipment 5 (Silvervest- Flying Vehicle, Talking Machine- Pacifier That Knows All Languages), Inventor

Powers:
"Baby-Driven Mech" (Flaws: Removable) (Feats: Restricted to Infants) [77]
Enhanced Strength 8 (16)
Enhanced Agility 6 (12)
Protection 7 (7)

"Fighting Skills"
Enhanced Fighting 12 (24)
Enhanced Skills: Close Combat (Unarmed) 2 (1)
Enhanced Advantages 13: Accurate Attack, Defensive Attack, Fast Grab, Improved Critical (Unarmed), Ranged Attack 7, Takedown 2 (13)
Enhanced Parry 2 (2)
Enhanced Dodge 8 (8)

"Knee Rocket" Blast 5 (Feats: Accurate 2) (12) -- (13)
AE: "Rolling Punch- Dash Attack" Strength-Damage +2 (Inaccurate -1) & Speed 2 (Flaws: Limited to Short Bursts) (2)
-- (96 points)

Offense:
Unarmed +0 (-4 Damage, DC 11)
Baby Mech +14 (+4 Damage, DC 19)
Dash Attack +12 (+6 Damage, DC 21)
Knee Rocket +7 (+5 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge -2 (+12 Mech, DC 22), Parry +0 (+14 Mech, DC 24), Toughness -3 (+4 Mech), Fortitude +1, Will +6

Complications:
Motivation (Justice)
Disabled (Baby)- If Baby Head ever loses his suit, he will be reduced to extremely low speeds, and be unable to use many devices that adults may use.

Total: Abilities: 10 / Skills: 24--12 / Advantages: 6 / Powers: 78 / Defenses: 7 (113)

-What he lacks in power, he more than makes up in originality- Baby Head is actually a baby super-genius who is piloting a man-sized Mech! This allows him to fight alongside the others. And best of all, as the game allows you to jump inside the giant mechs used by the enemy and fight in that form... you can effecively play a baby... piloting a mech... piloting ANOTHER mech! Baby Head saves a great deal of points by making most of his stats only by piloting his mech.

P.O.W.: PRISONERS OF WAR:
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1988
Developer: SNK

-SNK's forway into the Beat 'Em Up genre, this is a minor-league game I've never heard of until BatgirlIII mentioned it. You play a military prisoner who breaks out of his cell and has to fight his way through the entire opposing army before killing the enemy leader- you can also play a pallette swap of the hero, in red. You usually fight unarmed, but there are throwing knives and a machine gun available for pick-up. There was an NES version made, but it took away the two-player (as was common at the time).

THE P.O.W.
Role:
Escaped Prisoner
PL 7 (102)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+9)
Athletics 8 (+11)
Close Combat (Unarmed) 1 (+11)
Deception 2 (+5)
Expertise (Military) 8 (+10)
Intimidation 2 (+5)
Investigation 3 (+6)
Perception 3 (+6)

Advantages:
Agile Feint, All-Out Attack, Improved Critical (Unarmed), Improved Defense, Improved Trip, Ranged Attack 4, Takedown 2

Offense:
Unarmed +9 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +5

Complications:
Motivation (Escaping)- The captured soldier must escape by the only means possible- killing every single soldier in the opposing army.

Total: Abilities: 66 / Skills: 32--16 / Advantages: 11 / Powers: 0 / Defenses: 9 (102)

-Okay, for this build, I did a lot of research into real-life Prisoners of War, the skillsets needed to survive, and read a lot on how military fighting styles work oh OK I just took a Growl character and relaced the Expertise Skill with "Soldier" SHUT UP I'M BUSY.

EARTHBOUND:
Game Type: Role-Playing Game
Release Date: 1994
Developer: Ape, HAL Laboratory

-Perhaps no single game in history defines "Cult Following" the same way Earthbound does. Released as Mother 2 in Japan (the first game never made it over here), it was released in the U.S. with a bizarre advertising campaign that featured scratch 'n' sniff ads (I can't even imagine how difficult those would be to place in a magazine) which actually gave you DISGUSTING smells, instead of good ones, with the note that "This game stinks!". Now, kids like gross stuff... but how do you advertise a VIDEO GAME with that kind of stuff? Despite a localization that added in numerous jokes and allusions to pop culture, the game pretty much went over like a fart, it got mediocre reviews due to its ancient-looking graphics, and sales were poor overall (owing to a combination of simplistic graphics, poor advertising, the high cost, and the impending ending of the 16-bit systems). Game Players Magazine gave it a middling, but still pretty good score of 76%, criticizing the "NES-level" graphics and showed a lack of interest (history has shown that most reviewers back then had very little time with which to play & review games- the reviewer likely only played for an hour or two TOPS before dropping it). GamePro added that "the humor is too mature for little kids, and the gameplay is too immature for older gamers". I mean, it wasn't BAD (and mags back then could be SAVAGE when they wanted to be- the industry didn't have a stranglehold over reviewers yet).
-The funny thing was though, that the game soon received this weird cult following, back when that was rather unusual. The burgeoning movement on the internet created a lot more interest in the quirky series (with a signature look at American pop culture), and soon the fans were writing in to video game magazines DEMANDING better reviews. My only memories of this involve Game Players getting letter after letter in their "Our Old Reviews" section (which contained their scores for older games, plus reader letters about them, 90% of which consisted of "Your Review of [insert favorite game here] was too low! It should have gotten a 100%!") insisting that Earthbound deserved a higher rating. I mean, they were REALLY UPSET- this was like the latter-day thing where fans got PO'd over some game getting an "8.8" score (which corresponds to an eighty-six percent)!
-And so this movement continued- Ness, the main character, appeared in all of the Super Smash Bros. games, getting the game some notoriety. Reviewers would look upon the game retroactively as some kind of lost, timeless classic, and a sequel came out in 2006 for the Game Boy Advance.

The Game Itself:
-Earthbound subverts many RPG concepts, as you play a bunch of ordinary kids living on ordinary Earth, and puts ALIENS on it. There are no random encounters- if you touch an enemy, you then go to the battle screen. Your weapons are normal things- baseball bats, yo-yos, bicycles, etc. Your enemies include space aliens, piles of vomit, hippies, and a Space God called Giygas. The graphics, much-decried by critics, were DELIBERATELY 8-bit looking, to inspire nostalgia... though this was obviously poorly-timed, given that they were aping an era only five years old. It'd be like if the PS4 released a game mimicking PS3 graphics today. The general theme is silly Americana (viewed through the lens of the Japanese game designers) merged with Lovecraftian Horror, creating a bizarre mish-mash of emotions. The fact that a game that usually pits you against living barf and animated stop signs ends in a Boss Fight against unadulterated, creepy-as-balls High-Octane Nightmare Fuel (complete with screen effects that'll make you nauseous) is probably one of the most memorable things about it. There's really nothing quite like Earthbound out there.

NESS
Role:
The Main Character, The Tank
PL 9 (139)
STRENGTH
3 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 7 (+10)
Deception 2 (+5)
Expertise (Pop Culture) 5 (+5)
Intimidation 2 (+5)
Perception 2 (+4)

Advantages:
Accurate Attack, Improved Critical (Bat) 2, Inspire, Power Attack, Ranged Attack 5

Powers:
"PSI Spells"
"Special Area Spells" Blast 8 (Extras: Area- 30ft. Burst) (24) -- [35]
AE: "Special Spells" Blast 8 (16)
AE: "Flash Spells" Affliction 8 (Will; Impaired/Disabled) (Extras: Ranged) (Flaws: Limited Degree) (8)
AE: "Hypnosis Alpha" Affliction 8 (Will; Dazed/Stunned/Asleep) (Extras: Ranged) (16)
AE: "Hypnosis Omega" Affliction 8 (Will; Dazed/Stunned/Asleep) (Extras: Ranged, Area- 30ft. Burst) (24)
AE: "Paralysis Alpha" Affliction 8 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged) (16)
AE: "Paralysis Omega" Affliction 8 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged, Area- 30ft. Burst) (24)
AE: "Healing Spells" Healing 8 (Extras: Restorative) (24)
AE: "Lifeup Omega" Healing 8 (Extras: Area- 30ft. Burst) (24)
AE: "Shield Spells" Force Field 4 (Extras: Affects Others Only +0) (Flaws: Limited to Small Increments Per Spell) (2)
AE: "Shield Beta" Force Field 4 (Extras: Affects Others Only +0) (Flaws: Limited to Small Increments Per Spell) Linked to Deflect 8 (Extras: Affects Others Only +0, Reflective) (18)
AE: "Teleport Spells" Teleport 10 (Extras: Extended) (Flaws: Limited to Previously-Visited Locations) (20)

"Baseball Bat" (Flaws: Easily Removable) [3]
Strength-Damage +4 (4 points)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Baseball Bat +12 (+6 Damage, DC 21)
Spells +8 (+8 Ranged Affliction, DC 18)
Area Spells +8 (+8 Ranged Affliction, DC 18)
Blast +8 (+8 Ranged Damage, DC 23)
Area Blast +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +5, Fortitude +6, Will +10

Complications:
Power Loss (PSI Spells)- Spells require PSI Power to utilize, and they may eventually run out.

Total: Abilities: 64 / Skills: 18--9 / Advantages: 10 / Powers: 38 / Defenses: 16 (139)

-Ness doesn't have the special abilities of the others, but he has the highest Health and "Guts" rating of the team... which I guess is like a Will Save. His PSI Special allows him to damage all the enemies on-screen at once.

POO
Role:
Martial Artist
PL 9 (144)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 7 (+11)
Close Combat (Unarmed) 8 (+14)
Intimidation 5 (+6)
Perception 5 (+6)
Persuasion 1 (+2)

Advantages:
Accurate Attack, Improved Critical (Unarmed) 2, Power Attack, Ranged Attack 5

Powers:
"PSI Spells"
"Mirror" Variable (Enemy's Powers) 5 (Extras: Move Action) (40) -- [49]
AE: "Magnet Omega" Affliction 8 (PSI Power; Impaired/Disabled/Powerless) (Extras: Ranged, Cumulative) Linked to Features 4: Boosts PSI Power (Extras: Affects Others) (32)
AE: "Brainshock Alpha" Affliction 8 (Will; Impaired/Disabled) (Extras: Ranged) (Flaws: Limited Degree) (8)
AE: "Brainshock Omega" Affliction 8 (Will; Impaired/Disabled) (Extras: Area- 30ft. Burst, Ranged) (Flaws: Limited Degree) (16)
AE: "Healing Spells" Healing 8 (Extras: Restorative) (24)
AE: "Shield Beta" Force Field 4 (Extras: Affects Others Only +0) (Flaws: Limited to Small Increments Per Spell) Linked to Deflect 8 (Extras: Affects Others Only +0, Reflective) (18)
AE: "Shield Sigma" Force Field 4 (Extras: Affects Others Only +0, Area- 30ft. Burst, Selective) (Flaws: Limited to Small Increments Per Spell) Linked to Deflect 8 (Extras: Affects Others Only +0, Area, Selective, Reflective) (36)
AE: "Teleport Spells" Teleport 10 (Extras: Extended) (Flaws: Limited to Previously-Visited Locations) (20)
AE: "Starstorm Omega" Blast 9 (Extras: Area- 30ft. Burst) (27)
AE: "Martial Strike" Strength-Damage +4 (Inaccurate -2) (2)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Martial Strike +10 (+8 Damage, DC 23)
Spells +8 (+8 Ranged Affliction, DC 18)
Area Spells +8 (+8 Ranged Affliction, DC 18)
Starstorm Omega +9 Area (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +8

Complications:
Power Loss (PSI Spells)- Spells require PSI Power to utilize, and they may eventually run out.
Power Loss (Hitting Power)- Poo grows weaker if he wields melee weapons.
Weakness (Western Food)- Poo cannot take Western food.

Total: Abilities: 50 / Skills: 26--13 / Advantages: 9 / Powers: 49 / Defenses: 23 (144)

-The humourously named "Poo" hails from the Kingdom of Dalaam, where he is a Prince. He's also a martial arts master (he actually grows WEAKER with the use of weapons). His PSI Powers are fewer, but some are REALLY powerful- Starstorm Omega is the best Area Attack in the game, and he can also use a "Mirror" Power that allows him to mimic the powers of enemies.

PAULA
Role:
Psychic Girl
PL 8 (135)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 4 PRESENCE 1

Skills:
Athletics 7 (+10)
Deception 2 (+5)
Expertise (Pop Culture) 5 (+5)
Intimidation 2 (+5)
Perception 2 (+4)

Advantages:
Accurate Attack, Equipment (Pans +2), Improved Critical (PSI Powers) 2, Power Attack, Ranged Attack 5

Powers:
"PSI Spells"
"Magnet Omega" Affliction 8 (PSI Power; Impaired/Disabled/Powerless) (Extras: Ranged, Cumulative) Linked to Features 4: Boosts PSI Power (Extras: Affects Others) (32) -- [43]
AE: "Fire Spells" Damage 8 (Extras: Area- 30ft. Line) (16)
AE: "Freeze Spells" Blast 5 Linked to Snare 6 (28)
AE: "Thunder Spells" Blast 8 (Extras: Multiattack) (24)
AE: "PSI Sheild" Enhanced Fort & Will 8 (Extras: Affects Others) (Flaws: Limited to Small Increments Per Spell) (16)
AE: "Shield Beta" Force Field 4 (Extras: Affects Others Only +0) (Flaws: Limited to Small Increments Per Spell) Linked to Deflect 8 (Extras: Affects Others Only +0, Reflective) (18)
AE: "Defense Down Alpha" Affliction 8 (Will; Vulnerable/Defenseless) (Extras: Ranged) (Flaws: Limited Degree) (8)
AE: "Defense Down Omega" Affliction 8 (Will; Vulnerable/Defenseless) (Extras: Ranged, Area- 30ft. Burst, Cumulative) (Flaws: Limited Degree) (24)
AE: "Offense Up Alpha" Enhanced Strength 4 (Extras: Affects Others Only +0, Ranged) (Flaws: Limited to Small Increments) (8)
AE: "Offense Up Omega" Enhanced Strength 4 (Extras: Affects Others Only +0, Ranged, Area- 30ft. Burst) (Flaws: Limited to Small Increments) (12)
AE: "Telepathy" Communication 2 (Mental) (Extras: Area, Selective) (12)
AE: "Paula's Prayers" Variable (Prayer Spells) 5 (Flaws: Uncontrolled) (30)

Prayers: Dazzling Light (Hits Everyone in Battle w/ Damage 8), Golden Light (Ally Has Health Refilled), Heavy Air (Defense Of Everyone Is Lowered), Mysterious Aroma (Everyone Falls Asleep), Mysterious Light (All Allies Have PSI Points Restored), Rainbow Colored Light (All Fallen Beings Return To Full Health), Sheet Lightning (PSI Thunder & Flash Combined on 1 Target), Thunder (Everyone Hit With Brainshock/Disabled), Very Subtle Light (Restores HP to Allies), Warm Light (Restores HP to Allies)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Pans +10 (+4 Damage, DC 19)
Spells +8 (+8 Ranged Affliction, DC 18)
Area Spells +8 (+8 Ranged Affliction, DC 18)
Blast +8 (+8 Ranged Damage, DC 23)
Area Blast +8 (+8 Ranged Damage, DC 23)
Initiative +4

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

Complications:
Power Loss (PSI Spells)- Spells require PSI Power to utilize, and they may eventually run out. Paula, however, has the most of the team.

Total: Abilities: 54 / Skills: 18--9 / Advantages: 10 / Powers: 43 / Defenses: 19 (135)

-Paula is a curious Psychic girl who frequently gets kidnapped by the enemy. Her powers are vast, but her "Prayers" can be random, even hurting allies! However, they are also the key to defeating Giygas, as repeated prayer will slay the beast. She has the lowest HP, but the most PSI power and Defenses. She's also the best at aiding your team, and hampering the enemy with Status Affecting type stuff.

JEFF
Role:
Eccentric Inventor, The Nerd
PL 9 (133)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 2 PRESENCE 0

Skills:
Athletics 4 (+6)
Deception 5 (+5)
Expertise (Science) 6 (+14)
Perception 2 (+4)
Technology 7 (+15)

Advantages:
Accurate Attack, Equipment (Gear), Improved Aim, Improved Critical (Guns) 2, Improvised Tools, Inventor, Jack-Of-All-Trades, Power Attack, Ranged Attack 4

Powers:
"Weapons" (Flaws: Easily Removable) [20]
Blast 10 (Extras: Penetrating) (30) -- (32 points)
AE: Blast 10 (Extras: Multiattack) (30)
AE: "Explosives" Blast 9 (Extras: Area- 30ft. Burst) (27)

"Spy" Senses 8 (Detect Health- Acute & Ranged, Detect Weakness- Ranged, Acute & Analytical) [8]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Blast +8 (+10 Ranged Damage, DC 25)
Burst Area +9 (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +6

Complications:
Responsibility (Under-Confident)- Jeff has low self-esteem, and can only fix things at night, when noone else can see him.

Total: Abilities: 62 / Skills: 24--12 / Advantages: 13 / Powers: 39 / Defenses: 18 (133)

-Unlike the other three cast members, Jeff cannot use PSI Powers at all- instead, he focuses on inventions, becoming the Long-Range Blaster of the team. He's also very useful for his ability to check an enemy's HP, and figure out what attacks they're most vulnerable to.

SLY SPY:
Game Type: Side-Scrolling Beat 'Em Up/Run & Gun
Release Date: 1989
Developer: Data East

-Sly Spy is very obscure, appearing only in Japan & Europe (save a single Commodore 64 version in America). You play a generic James Bond knock-off who's fighting a band of evil terrorists who've killed the President & first lady (but it turns out they were alive and kidnapped instead). Numerous levels are quite different from each other- you shoot enemies while sky-diving, then play a Run & Gun game where you can also fight in hand-to-hand, like a Beat 'Em Up. Then you ride a motorcycle and shoot, Run & Gun style.

SLY
Role:
Secret Agent
PL 8 (129)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 10
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Athletics 5 (+7)
Deception 3 (+8)
Expertise (Secret Agent) 5 (+8)
Insight 4 (+8)
Investigation 7 (+11)
Perception 4 (+8)
Stealth 2 (+6)
Technology 1 (+4)
Vehicles 2 (+12) -- (Flaws: Limited to Grounded Vehicles)

Advantages:
Benefit 3 (Special Agent), Fast Grab, Equipment 3 (Specialized Motorcycle), Fearless, Improved Aim, Improved Critical 2 (Guns, Unarmed), Improved Trip, Ultimate Vehicles Skill

Offense:
Unarmed +12 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7

Complications:
Responsibility (The Secret Service)

Total: Abilities: 86 / Skills: 32--16 / Advantages: 13 / Powers: 0 / Defenses: 14 (129)

-You know I've done to many of these when Sly Spy's main hero is almost identical in stats to another build I've already done- that of Spy Hunter's main hero :). Okay, so I upgraded his hand-to-hand capabilities to match a Beat 'Em Up character, too.

BLOODRAYNE:
Game Type: 3-D Beat 'Em Up/Hack & Slash
Release Date: 2002
Developer: Terminal Reality

-I don't think I could come up with a more generic video game concept if I tried- the tropes for "Modern Gaming" are all there: mindless Hack & Slash combat, slicing people into gibs of flesh, a fanservicey main character, etc. It even has an Image-y name! You play a half-vampire Dhampir (because of course you do) who is hunting Vampires (including her father) in the world of the 1930s. The game got mediocre reviews, but nonetheless was a big enough hit to gain not only a sequel, but a FEATURE FILM. Unfortunately, it got linked to the infamously terrible Uwe Boll, and was also a starring vehicle for the failing Kristanna Loken, an actress I consider notable for possibly being the most Generically Blonde woman to ever exist (I actually coined the term "Generically Hot" for women like her- women who are statistically and obviously attractive, but end up looking rather dull because they simply check off too many of the "attractive" features, like somebody merely assembled a mannequin from those things a committee had deemed "attractive", thus failling short of a quirkier-looking, more distinctive woman. Though keep in mind I lust after Helen Hunt, here), and for the fact that she looks like a human Real Doll. This movie came after Terminator 3 (a silly film featuring her as a newer, sexier cyborg), and pretty much put the axe into her career forever.

RAYNE
Role:
Vampire Hunter
PL 9 (109)
STRENGTH
6 STAMINA 6 AGILITY 6
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+11)
Deception 4 (+6)
Intimidation 4 (+6)
Perception 3 (+6)

Advantages:
Accurate Attack, Chokehold, Diehard, Equipment (Blades +2- Split), Fast Grab, Great Endurance, Improved Critical (Blades) 2, Power Attack, Ranged Attack 4

Offense:
Unarmed +10 (+6 Damage, DC 21)
Blades +10 (+8 Damage, DC 23)
Initiative +6

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

Complications:
Motivation (Killing Vampires & Her Father)

Total: Abilities: 76 / Skills: 16--8 / Advantages: 13 / Powers: 0 / Defenses: 12 (109)

-A stabby chick who stabs, Rayne is the most generic Video Game Protagonist ever.

SOUL BLAZER:
Game Type: Overhead Action Role-Playing Game
Release Date: 1992
Developer: Quintet

-Much like Quintet's other games, Soul Blazer features you taking the role of God's Champion, fighting a bunch of monsters. I mainly recognize the name because one of the writers for my old writing community had a character named after it. Good ol' Azrael (who goes by Lightbend now) was an obsessive gamer and a great writer, but prone to both Power-Geeking (annoying my Street-Level-loving ass) and "New Game Syndrome", where he'd write an ORIGINAL CHARACTER DO NOT STEAL after playing every single new game of his (at least his Mega Man knock-offs were subtle and very different after a lot of development and power-ups). Essentially, he devolved into full FanFic after a point, willingly giving up our community to simply just write stories featuring the characters he liked in the first place.
-So yeah, in this game you play a guy who kills monsters with a sword, all Legend of Zelda style. The evil spirit "Deathtoll" has captured all human life and trapped them in dungeons, and it's your job to free them. You gain three sacred artifacts, fall in love with the daughter of an inventor, and slay the monster- afterwards, the Master (God) sends you back to Earth in order to live out your life with the girl.

BLAZER
Role:
Avatar of God
PL 10 (169)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Athletics 3 (+7)
Expertise (History) 6 (+7)
Expertise (Religion) 6 (+7)
Perception 3 (+6)
Persuasion 4 (+8)

Advantages:
Accurate Attack, Close Attack, Diehard, Great Endurance, Improved Critical (Sword), Power Attack, Ranged Attack 8

Powers:
"Avatar of The Master"
Comprehend 10 (Animals 2, Plants 2, Spirits 2, Languages 4) [20]

"Magical Sword" (Flaws: Easily Removable) [6]
Strength-Damage +3 (Feats: Improved Critical) (Extras: Penetrating 6) (10 points)

"Magical Armor" (Flaws: Removable) [8]
Protection 3 (Extras: Impervious 7) (10 points)

"Magical Spells"
"Rotator" Damage 4 (Extras: Aura) (Flaws: Limited to Short Durations) (20) - [26]
AE: "Flame Ball" Blast 5 (10)
AE: "Light Arrow" Blast 5 (Extras: Multiattack) (15)
AE: "Spark Bomb" Damage 6 (Feats: Triggered- Time) (Extras: Area- 30ft. Burst) (13)
AE: "Flame Pillar" Damage 7 (Extras: Area- 30ft. Cylinder) (14)
AE: "Tornado" Damage 7 (Extras: Area- 30ft. Shapeable) (14)
AE: "Phoenix" Damage 8 (Extras: Area- 30ft. Line) (16)

Offense:
Unarmed +13 (+4 Damage, DC 19)
Sword +13 (+7 Damage, DC 22)
Flame Ball & Light Arrow +8 (+5 Ranged Damage, DC 20)
Area Effects +6-8 (+6-8 Damage, DC 21-23)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +5 (+8 Armor), Fortitude +7, Will +8

Complications:
Motivation (Killing Monsters)
Relationship (Lisa)- Blazer falls for the daughter of an inventor, who later sacrifices himself to stop the evil queen that convinced him to summon the monstrous Deathtoll.
Power Loss (Magic)- Blazer's Magical Spells take up a certain amount of juice- this justifies the use of the lesser ones.

Total: Abilities: 70 / Skills: 22--11 / Advantages: 14 / Powers: 60 / Defenses: 14 (169)

-Blazer seems pretty tough, and can deal damage to numerous large creatures.

I only got into this line a couple of years ago, and that was mostly crossover from liking the Monster High designs- I found EAH much more boring, but then I watched the webisodes and found them MUCH better. As a child of the '80s, I spent more time collecting the Transformers, G.I. Joe, the Ninja Turtles (I had a billion of those) and Dino Riders (I've spent a fortune getting a near-complete collection), and after that, I was way into the Marvel Super-Heroes & X-Men lines, so I have little familiarity with "Girl Toys" beyond my sisters collecting Barbies as kids. I mean, I was a HUGE fan of Jem & The Holograms as a kid, but you wouldn't have caught me dead COLLECTING them- I kept it well-hidden from all my male friends (I can't even imagine the bullying if I'd let that one out :)).

So since I was so unfamiliar with "Girl Toy Rules", I found a few things surprising and mystifying, both about the fiction and about the toys themselves.

1) The whole "changing clothes" thing. I was curious as to why anyone cared whether or not characters had molded-on clothes, and nearly all of the complaints were due to issues with re-dressing them. I was like "... You change their clothes? ... but... but those are the clothes they CAME WITH!" It actually blew my mind a bit that clothes were traded around or altered or what have you. As a boy, it never occured to me to take off Iron Man's armor and put it on Spider-Man. Molded-on clothes was basically the RULE for boys' stuff- Spider-Man and the like were all hard plastic and we LIKED IT that way.

2) The Same-y Bodies: This is part of Thing #1 up above, really. I was a bit weirded out by the fact that EVERYONE had the same body (SameFace is notoriously a problem with many "Boy Things" like superhero comics), but duh- it's so the characters can switch clothes. Again, most Boys' Toys are shockingly-different in scale- She-Hulk is enormous compared to Spider-Woman, never mind how Spider-Man, Venom, the Hulk and the Juggernaut fit. G.I. Joe toys have feet & hands that can hold any item, but can vary greatly in size as well. You'll routinely find figures with twice the bulk of others in human-based lines, much less stuff like the Transformers. Only He-Man typically re-used the same body type over and over again.

3) Pretty much everything's the same size: There's no "mini-size characters", or multiple variations of the same figure, save the two giant Madeline Hatter dolls. Transformers offers toys at numerous scales (some for poorer kids; others for ones with rich parents), and even super-hero stuff is offered at micro-scale, large-scale and a lot of medium-size stuff.

4) Almost all of the male characters are derived from what young girls would find more attractive, even if the characters are supposed to be strong or athletic. So you get guys like Daring Charming, who is supposed to be a super-athlete and a great fighter, but is built like Leonardo DiCaprio in Titanic, with giant dewey eyes and a non-threatening appearance. Even Hunter Huntsman, who has a "punk-ish" haircut, is built rather delicately when he's supposedly a great outdoorsman. It's an interesting look at how what women (or younger girls, in particular) find attractive compared with how men would rather look- boys in High School usually want to look more like Brock Lesnar or Bill Goldberg than these rather fragile-looking boys. I guess it's a "non-threatening" thing- plus, girls don't want to hook up with giants who resemble shaved gorillas :).

I do find this contrasted a bit in Monster High, where the athletes are Clawd Wolf & Manny Taur, who are much more athletic-looking.

5) The whole "No Boy Figures" thing. I find this one absolutely hilarious, because it's IDENTICAL to what "Boys Lines" go through with female figures- Justice League toys getting released with no Wonder Woman or Hawkgirl, for instance. Avatar toys with no Katara, Azula or Toph Beifong. The "rule" being that "boys never buy toys of girls", and thus nobody actually PRODUCES them. And so it's amusing to watch both MH and EAH plop boys into tiny figure runs because "they don't sell" (granted, I've seen many shelfwarm, but that's often in expensive two-packs as well). And in both cases, this annoys collectors greatly, because it's hard to find opposite-sex characters.

But seriously, you think EAH has it bad for Daring Charming taking four years to get released? Try being a Transformers fan, who had to wait TWENTY-FIVE YEARS after her introduction to get an Arcee figure. If you were an adult when Arcee debuted in Transfomers: The Movie, you could have an adult child today.

6) Everyone's so SHORT. This is true in many Teen-Focused things, as the whole "Teens Are Short" trope comes into play (in real life and in cartoons, they tend to ensure than the teens are very short, in order to make them look younger than the adult characters). It's a bit odd, because at 16-17, most teens should be more or less similar to their final adult height. At MOST a few inches should be different, save for random freak occurences. But instead, all of the girls are more than a head shorter than adult WOMEN, much less the male teachers.

When this happens in "Boy-Themed" lines, it's usually because the kids are MUCH younger (like 12-13). Though this could still be common in some shows (Danny Phantom was much shorter than both of his parents, as we most of the teens at Amity High, for example).

7) The toys tend not to DO STUFF. There's a handful of Action Features out there, but for the most part the dolls just sit there. Nobody shoots stuff or transforms or has a motorized feature or anything. A superhero or G.I. Joe's Base is LOADED with weapons, elevators, weapons, jail cells, weapons and perhaps even some more weapons- sometimes, a Mattel doll's set will include a swing or a door that switches panels :).

8) No Vehicles. This is like a cardinal rule of Boys Toys- even guys like Spider-Man for some reason need expensive contraptions in which to drive around. At one point, the Transformers, a line of TRANSFORMING VEHICLES, got a line of cars & jeeps for them to drive! (naturally, those ones ALSO transformed) I think one MH character got a car once, though.

9) Powers are ill-defined. Various characters can jump, run at super-speeds, have super-senses, or even use Magical Powers. But this is often barely mentioned, or characters just randomly whip new powers out of nowhere. With "Boy Stuff", particularly Superhero stories, the Powers is like SECTION ONE, and every power is carefully described, often to the point of listings its exact level, versus that of other characters. G.I. Joe toys contained detailed descriptions of their history, training, and what weapons they could use.

10) A character is much more likely to be released as "the same, but with new clothes". Boys Stuff is usually released in Recolors or Redecos (many Transformers are just the same one colored differently), entirely new costumes (ie. new plastic molds entirely), or swapping out gear.

METAL GEAR SOLID:
Game Type: Overhead Run & Gun (original)/Overhead Stealth/Run & Gun Game (sequels)
Release Date: 1987 (original), 1998 (PlayStation Sequel)
Developer: Konami

-A very popular game for the NES and other systems, Metal Gear sat unused for quite a few years before it came absolutely roaring back with Metal Gear Solid, a masterwork for the original PlayStation. This game featured a lot fo cinematics, actual actors voicing the characters (then still kinda new for consoles), vastly different Boss Battles (Psycho Mantis could f*ck with your TV and read your Memory Card; Sniper Wolf fought you from miles away), and a lot of kick-ass designs and storytelling elements. The game was a total game-changer, and turned the main character Solid Snake into a mega-star. One of my fondest "Watchin' A Game" memories involves me watching my friend Jordan play this, with a large group of his relatives watching every move in rapt fascination. Snake dealing with his own friend Grey Fox returning as a Bad-Ass Ninja Cyborg, an old guy with a phallocentric obsession with his guns, an Inuit with a colossal piece of artillery, a beautiful Russian sniper, an Otaku, a clone, and more... this game had it ALL. AND there were numerous options you could take in battle- if you wanted, you could even avoid entire stretches of fighting, just by hiding properly, and staying out of the sightline of enemies and cameras! This allowed some players to take on the extra challenge of killing as few people as humanly possible before winning the game (the record is in the single digits; alternately, you could kill hundreds). And all that loneliness of a single-player could be counteracted by talking to your base HQ via your communications device.
-The sequels... were things. Some are good, most are at least well-made, but the story kind of got messed up at some point. The first MGS sequel made the catastrophic decision to replace Solid Snake as the main playable character with RAIDEN, a kid who exemplifies everything generic about Japanese Protagonist Design. Snake was a grizzled, aged, dirty-fighting war veteran with a lot of gruff angst and bad memories from a dark past... Raiden was a skinny pretty boy with flowing white hair, an acrobatic fighting style and a lot of Teen Angst about his past or his place in the universe. You can see how this failed to appeal to many gamers, especially in North America, where that whole "Teen Angst" thing just isn't put up with in "Grizzled Military Action" games. Can you imagine watching Band Of Brothers and seeing this hippie goof walk in all "boo hoo, woe is me?" That Byronic shit don't fly in a real warzone, son, now get the f*ck out of here and let me enjoy my Shell-Shocked War Vets.

The Characters:
* I'll stat Snake and the bad guys of the first game- many of whom are different, quirky characters. Despite the games being based around Americans, most of the characters have Japanese-sounding names, involving unrelated terms followed by animal names.

SOLID SNAKE
Role:
Stealth God, Grizzled War Veteran
PL 10 (169)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 10
INTELLIGENCE 4 AWARENESS 5 PRESENCE 3

Skills:
Athletics 7 (+10)
Deception 4 (+7)
Expertise (Soldier) 10 (+14)
Expertise (History) 6 (+10)
Expertise (Science) 4 (+8)
Insight 2 (+7)
Intimidation 3 (+6)
Investigation 3 (+8)
Perception 7 (+12)
Stealth 10 (+14)
Technology 3 (+7)
Treatment 2 (+5)
Vehicles 1 (+11)

Advantages:
Assessment, Benefit 3 (Agent Clearance), Chokehold, Defensive Attack, Diehard, Equipment 5 (Spy Gear, Communications), Evasion, Fast Grab, Fearless, Grab Finesse, Hide in Plain Sight, Improved Aim, Improved Critical 3 (Unarmed 1, Guns 2), Improved Defense, Improved Disarm, Improved Initiative, Improved Hold, Languages (A Few), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 2, Tracking, Ultimate Stealth Skill

Equipment:
"Beretta 92F" Blast 4 (8)
"Ingram Mac-11" Blast 5 (10)
"M79 Grenade Launcher" Blast 8 (16)
"RPG-7V Rocket Launcher" Blast 8 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) (16)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
Other Gear: Infra-red Goggles, Cardboard Box (+2 Stealth), Kevlar +1

Offense:
Unarmed +12 (+3 Damage, DC 18)
Knife +10 (+4 Damage, DC 19)
Guns +12 (+4-5 Damage, DC 19-20)
Grenade Launcher +12 (+8 Ranged Damage, DC 23)
Rocket Launcher +9 Area (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +4 (+5 Kevlar), Fortitude +6, Will +10

Complications:
Responsibility (Ex-FOXHOUND)
Responsibility (Old Soldier)- Snake runs the risk of being a professional soldier in a world with no need for his kind. He fights for a more peaceful world... but confesses he cannot live without war.
Relationship (Gray Fox)- Snake is tortured by the fate of his old friend.
Relationship (Otacon)- It's like Ken & Ryu up in here, seriously.
Power Loss (Ammo)- Unlike most video game characters, Snake has a great deal of trouble finding ammunition, as he tends to come unarmed into wildly hostile situations.
Enemy (Liquid Snake)- Liquid is a clone of Snake with delusions of grandeur.

Total: Abilities: 90 / Skills: 62--31 / Advantages: 32 / Powers: 0 / Defenses: 16 (169)

-Snake is an old veteran by the time of Metal Gear Solid, a very capable fighter. Though he's great with his guns, and devastating with a Grenade Launcher, he is no One Man Army- he's PL 8 with the Beretta, PL 8.5 with the Mac-11, and only hits PL 10 overall with the Launcher, a weapon with MUCH more limited ammunition. To win this war, Snake needs to use his extremely high Stealth Skill to avoid most of the Mooks in the game, then handle the Bosses (each of whom approach his overall Power Level).

OTACON (Hal Emmerich)
Role:
Otaku, Science Geek
PL 0 (37), PL 3 (37) Saves & Skills, PL 4 (37) Tech Skill
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 0 PRESENCE -1

Skills:
Deception 6 (+5)
Expertise (Science) 5 (+12)
Expertise (Pop Culture) 6 (+13)
Insight 2 (+2)
Technology 7 (+14)

Advantages:
Ultimate Computers Skill

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +5

Complications:
Relationship (Sniper Wolf)- Otacon is infatuated with the cold sniper, and is heartbroken when she dies.
Relationship (Solid Snake)- GET A ROOM YOU TWO.

Total: Abilities: 16 / Skills: 26--13 / Advantages: 1 / Powers: 0 / Defenses: 7 (37)

-Otacon is named for his "Otaku" nature- this was, in fact, the very first time I'd ever heard the term. Though Otaku is NOT a term of endearment in Japan (the closest equivalent we have is "obsessive basement-dweller with no life"), Hideo Kojima attempted to make the stereotype into more of a positive, as Otacon aides the heroes through his intellect. He ends up befriending Snake when he invades FOXHOUND-controlled facilities in MGS, and allies with him later. Otacon later runs off with Snake (in the "Meryl Dies" ending, they have a HILARIOUSLY homoerotic convo, complete with the two chuckling together as they ride off into the sunset of a snowmobile or something. Later games make them even MORE into each other, too- the voice actors have confessed they play all Snake/Otacon scenes as love scenes.
-A useless combatant (he apparently pees all over himself when frightened), Otacon is nonetheless a useful help to Snake.

DECOY OCTOPUS
Role:
Master of Disguise
PL 3 (68), PL 4 (68) Saves, PL 5 (68) Deception Skill
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 11 (+15)
Expertise (Science) 2 (+5)
Expertise (Current Events) 5 (+8)
Insight 6 (+8)
Treatment 2 (+5)

Advantages:
Ranged Attack 4, Ultimate Disguise Skill

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +3, Will +5

Complications:
Responsibility (FOXHOUND)

Total: Abilities: 46 / Skills: 26--13 / Advantages: 5 / Powers: 0 / Defenses: 4 (68)

-We only learn about Decoy Octopus in retrospect- it turns out we'd met him earlier in the game, where he was disguised as a high-level military operative (who was actually dead), thus giving Snake some faulty information. His death via a "FoxDie" virus (oh, these Japanese names) was legitimate, and we never actually see the character for realz. Most of this build is mere speculation- his stats are largely unimportant.

REVOLVER OCELOT (aka Shalashaska, Liquid Ocelot)
Role:
Gun-Obsessed Guy
PL 9 (135)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 8
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Athletics 5 (+8)
Deception 7 (+10)
Expertise (Soldier) 9 (+12)
Expertise (History) 6 (+9)
Insight 3 (+7)
Intimidation 3 (+6)
Investigation 3 (+7)
Perception 6 (+10)
Stealth 4 (+8)
Technology 3 (+6)
Treatment 2 (+5)
Vehicles 1 (+9)

Advantages:
Defensive Attack, Diehard, Equipment 3 (Revolver, Kevlar), Improved Aim, Improved Critical (Guns) 2, Improved Defense, Improved Initiative, Languages (A Few), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 4

Equipment:
"Colt Single-Action Army Revolver" Blast 5 (10)
Kevlar +1

Powers:
"The Ricochet Kid" Feats: Ricochet 2 (Flaws: Requires a Gun) [1]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Revolver +12 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +10 (DC 20), Toughness +4 (+5 Kevlar), Fortitude +6, Will +7

Complications:
Responsibility (FOXHOUND)
Obsession (His Gun)

Total: Abilities: 74 / Skills: 54--27 / Advantages: 17 / Powers: 1 / Defenses: 16 (135)

-Revolver Ocelot shows up frequently in Metal Gear Solid, despite being the relatively-easy first boss. He spends an inordinate amount of time telling you just how much he LOVES reloading during battle, and fights like an Old West villain in a duel against Snake... but finds himself disarmed (well, dis-handed) by the sword of Gray Fox. He nonetheless reappears as Liquid Snake's right-hand man, and engages in the torture of Snake near the end of the game, and gives a bit of narration and exposition at the very end as well. In the second game, he's revealed to be an American patriot (despite being apparently a Russian ex-Spetznaz agent), but ends up taken over by his resurrected leader, Liquid.
-Ocelot is a pretty good match for Solid Snake, despite being inferior to him at just about everything.

SNIPER WOLF
Role:
Sexy Sniper
PL 9 (118)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 8
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 5 (+7)
Deception 2 (+5)
Expertise (Animal Handling) 5 (+8)
Expertise (Soldier) 8 (+10)
Insight 3 (+6)
Intimidation 2 (+5)
Perception 6 (+9)
Stealth 6 (+10)
Technology 3 (+5)
Treatment 2 (+4)

Advantages:
Equipment 6 (Sniper Rifle, Kevlar), Improved Aim, Improved Critical (Guns) 2, Improved Defense, Languages (A Few), Precise Attack (Ranged/Cover), Ranged Attack 4

Equipment:
"Heckler & Koch PSG1 Sniper Rifle" Blast 6 (Feats: Extended Range 2) (Flaws: Distracting) (8)
Linked to
"Mercury-Tipped Bullets" Weaken Strength 4 (Feats: Extended Range 2) (Extras: Ranged, Progressive +2) (18)
Kevlar +1

Offense:
Unarmed +8 (+2 Damage, DC 17)
Sniper Rifle +12 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +9 (DC 19), Toughness +3 (+4 Kevlar), Fortitude +5, Will +6

Complications:
Responsibility (FOXHOUND)
Addiction (Diazepam)
Relationship (Big Boss)- The U.S. agent Big Boss found Wolf and deprogrammed her after she was indoctrinated by Saddam Hussein's forces several years ago. Eternally grateful, she helps hunt his killer, Solid Snake.

Total: Abilities: 66 / Skills: 42--21 / Advantages: 16 / Powers: 0 / Defenses: 15 (118)

-A memorable part of Metal Gear Solid is your "Sniper Duel" with Wolf, FOXHOUND's resident long-range fighter. Shooting her in the lung after a protracted battle (in which you can only catch glimpses of her- an alarming sense of helplessness overcomes the gamer), you find her dying, as she monologues her life story, contemplates her place in the universe, then asks for a quick release- to be mercy-killed while holding her beloved gun. This is, as you might imagine, one of the series's more memorable moments.

PSYCHO MANTIS (Tretij Rebenok)
Role:
Mind-Screw Enemy
PL 9 (129)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE -1

Skills:
Deception 5 (+4)
Expertise (Soldier) 4 (+7)
Insight 5 (+8)
Intimidation 6 (+5)
Perception 6 (+9)
Stealth 3 (+6)
Technology 3 (+6)

Advantages:
Daze (Intimidation)

Powers:
"Mind-Screw" Affliction 9 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception-Ranged +2, Cumulative) (36) -- [40]
AE: "Psychokinesis" Move Object 5 (10)
AE: "Telepathy" Mind-Reading 8 & Communication (Mental) 2 (24)
AE: Mind Control 7 (28)
AE: "Spin Objects About The Room" Damage 7 (Extras: Area- 30ft. Burst) (Quirks: Requires Objects -2) (12)

"Floating" Flight 1 (4 mph) [2]
"Invisibility" Concealment 2 (Visuals) (Flaws: Will-Based) [4]
"Psychic Dodging" Enhanced Dodge 5 & Parry 3 [8]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Mind-Reading -- (+8, DC 18)
Mind Control -- (+7 Perception-Ranged Affliction, DC 17)
Mind-Screw -- (+9 Perception-Ranged Affliction, DC 19)
Spin Objects +7 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +10 (+15 Dodging, DC 20-15), Parry +9 (+12 Dodging, DC 19-22), Toughness +3, Fortitude +5, Will +7

Complications:
Responsibility (FOXHOUND)
Power Loss (Psychic Dodging)- Psycho Mantis will lose his Psychic Dodging power if the opposing player switches his D20 with another one during the course of the fight.

Total: Abilities: 40 / Skills: 32--16 / Advantages: 1 / Powers: 54 / Defenses: 18 (129)

-Probably the most talked-about scene in Metal Gear Solid was your confrontation with the scrawny, telepathic Psycho Mantis. This foe was no physical threat the way the snipers, giant Inuit or gun-toting goons were; Psycho Mantis had the powers of Mind Control and Telekinesis on his side. And the ways he used them were like nothing ever seen in gaming before- in one of the most bizarre sequences in video game history, Mantis began not only vibrating your game controller at will, but he actually READ YOUR MEMORY CARD, using information from the games you've played in optional dialogue! Repeated things like this keep screwing you up, allowing him to hit you at will. He can throw things about the room, and even get a "read" on your attacks, dodging you every time you attempt to do something to him. One of the only ways to counter this is to plug your controller from Slot 1 into Slot 2 on the console. I was all "there's no way to replicate this in Mutants & Masterminds)... until I thought of one. But even then he'll STILL call Meryl into the room and mind control her into committing suicide unless you manage to knock her out with your fists. This is not your regular "Run & Gun Game" enemy.

VULCAN RAVEN
Role:
The Powerhouse
PL 9 (137)
STRENGTH
4 STAMINA 6 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Athletics 5 (+9)
Deception 5 (+7)
Expertise (Soldier) 7 (+10)
Expertise (History) 6 (+9)
Insight 4 (+8)
Intimidation 8 (+10)
Investigation 3 (+7)
Perception 5 (+9)
Stealth 3 (+6)
Technology 2 (+5)
Treatment 2 (+5)
Vehicles 2 (+6)

Advantages:
Accurate Attack, Diehard, Equipment 5 (Vulcan Cannon), Fast Grab, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Improved Initiative, Languages (A Few), Ranged Attack 6

Equipment:
"20 mm M61-A1 Vulcan Cannon" Blast 8 (Extras: Multiattack) (24)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Gun +10 (+8 Ranged Damage, DC 23)
Initiative +7

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +6, Fortitude +8, Will +7

Complications:
Responsibility (FOXHOUND)

Total: Abilities: 76 / Skills: 54--27 / Advantages: 20 / Powers: 0 / Defenses: 14 (137)

-Vulcan Raven is pretty close to the end, but isn't as unique as the others as an enemy. In fact, he more or less fits in with the rest of video-gaming, a huge guy with a huge gun and some super-powers, and you gotta kill him in a big room. But hey- those kind of guys need work, too. Raven uses a ridiculously huge gun (like G.I. Joe's Roadblock, he uses a weapon designed to be mounted on a VEHICLE as a side-arm) and speaks in a lot of "Mystical Native American" cliches- the first time he fights you, he's in a tank, but the next fight takes place within a giant freezer, with him constantly moving in between obstacles.

LIQUID SNAKE
Role:
"Burn It All" Warrior
PL 10 (169)
STRENGTH
3 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 10
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Athletics 7 (+10)
Deception 6 (+10)
Expertise (Soldier) 10 (+14)
Expertise (History) 6 (+10)
Insight 2 (+6)
Intimidation 3 (+7)
Investigation 3 (+7)
Perception 7 (+11)
Persuasion 8 (+12)
Stealth 8 (+12)
Technology 3 (+7)
Vehicles 3 (+13)

Advantages:
Assessment, Benefit 4 (Terrorist Cell Leader), Chokehold, Defensive Attack, Diehard, Evasion, Fast Grab, Fearless, Improved Aim, Improved Critical 3 (Unarmed 1, Guns 2), Improved Defense, Improved Disarm, Improved Initiative, Improved Hold, Languages (A Few), Last Stand (Ignores All Damage For 1 Round w/ HP Spent), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 2, Ultimate Toughness Save

Offense:
Unarmed +12 (+3 Damage, DC 18)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +4 (+5 Kevlar), Fortitude +6, Will +10

Complications:
Motivation (Create Constant War)- Liquid wishes that his father's legacy be permanently tarnished. Towards this, he will create a world of constant warfare- the reputation of Big Boss with always be an evil one.
Enemy (Solid Snake)- Liquid mistakenly believes that Solid was the "superior" twin of Big Boss's cloning projects, and is jealous over it.
Addiction (Monologuing)- Like a classic super-villain, Liquid spends a lot of time chatting with the hero about his inferiorities.

Total: Abilities: 92 / Skills: 66--33 / Advantages: 26 / Powers: 0 / Defenses: 16 (169)

-Liquid Snake... is he ANYONE'S favorite villain from Metal Gear Solid? Ocelot, Wolf & Mantis? Those guys have STYYYYYYYYYYYLLE. This guy? He's Generic Anime Villain #5273- long blond hair, whiny attitude, all "I have an identity issue so I must DESTROY EVERYTHING". Liquid is more or less a match to Snake, but can wield any weapon he wants, including an H1 Helicopter and Metal Gear: REX itself. The final Boss Battle of the game is, appropriately, a hand-to-hand brawl against your own clone.

METAL GEAR: REX
Role: Giant Engine of Destruction

Baseline Stats: Colossal Size, Strength 16, Defense 10, Toughness 15 (24)
Movement: Speed 6 (120 mph) (6)
Features: Impervious Toughness 15 (15)

Weapons:
"Railgun- Launch Missiles All Over The World" Blast 18 (Extras: Perception-Ranged, Area- 4 miles +11) (Flaws: Unreliable- 5 Uses) Linked to "Radiation Poisoning" Weaken Stamina 8 (Extras: Progressive +2, Perception-Ranged +2, Area- 4 miles +11) (Flaws: Unreliable- 5 Uses) (354) -- (357)
AE: "Small Missiles" Blast 10 (Extras: Area- 30ft. Burst) (30)
AE: "Machine Gun" Blast 8 (Extras: Multiattack) (24)
AE: "Blue Laser" Blast 8 (Extras: Penetrating) (24)

Total Cost: Stats: 24 / Movement: 6 / Features: 15 / Weapons: 357 (402 Equipment Points)

-Metal Gear: REX is the reason behind FOXHOUND's assault on the military complex in Metal Gear Solid- a giant mechanical beast-like thing, it can launch nuclear weapons all across the globe. Liquid Snake has captured it to hold the American Administration hostage, but he really just wants to use it as a weapon to continue war. Your only chance is to use some Stinger Missiles on the thing, but eventually Gray Fox will save you, at the cost of his own life. This is also a fun opportunity for me to finally stat out a nuclear weapon- it can fire all over the world thanks to advanced sensors, and wreak havoc over miles at a time thanks to the huge yield of a modern-day nuclear warhead.

GRAY FOX (Frank Jaeger)
Role:
Long-Lost Friend
PL 10 (155)
STRENGTH
3 STAMINA 6 AGILITY 7
FIGHTING 14 DEXTERITY 8
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+14)
Athletics 9 (+13)
Deception 2 (+4)
Expertise (Soldier) 10 (+13)
Insight 2 (+5)
Intimidation 5 (+7)
Investigation 3 (+6)
Perception 8 (+11)
Persuasion 2 (+5)
Stealth 8 (+15)
Technology 3 (+6)
Vehicles 1 (+9)

Advantages:
Chokehold, Defensive Attack, Diehard, Equipment 2 (Bitchin' Sword +3), Evasion, Fast Grab, Fearless, Improved Aim, Improved Critical 3 (Guns 1, Sword 2), Improved Defense, Improved Disarm (like, LITERALLY, in fact), Improved Initiative 2, Improved Hold, Languages (A Few), Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 2, Uncanny Dodge

Offense:
Unarmed +14 (+3 Damage, DC 18)
Sword +14 (+6 Damage, DC 21)
Initiative +15

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +6, Fortitude +7, Will +7

Complications:
Motivation (Killing Snake)- Despite his past friendship with Snake, Gray Fox was loyal to Big Boss, and tried to kill his friend. Snake instead mortally wounded Fox, who returned as a killer cyborg with an "I am the only one who may kill you" schtick.

Total: Abilities: 92 / Skills: 60--30 / Advantages: 21 / Powers: 0 / Defenses: 12 (155)

-Gray Fox is one of the many memorable characters in MGS. Originally named Frank Jaeger (the Japanese LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOVVVVVVVVVVE that name- an old MUSCLE/Kinnikuman character had it, the guy from Attack of Titan has it, and I'm sure there are multiple other examples), he was a hostage you had to rescue in the first game, where you were the rookie and he was a respected legend. However, a later game has him as a nemesis, as he remains loyal to Big Boss (the man who saved him from the life of a child soldier... by turning him into an adult soldier), and Snake is forced to put down his friend. And so he stayed... until he showed up as the most bad-ass combination of things possible: the Sword-Wielding Cyborg Ninja.
-In Metal Gear Solid, he whirls in like a tornado, slicing off Revolver Ocelet's frickin' arm, then saving your life against the giant Metal Gear, after giving up on his plan for a fatal battle with you, and instead choosing to die as a hero. With a complicated costume, a huge sword, and the fact that he's A CYBORG NINJA, he looked bad-ass as all f*ck, and every gamer alike fell in love with him. And, like all bad-ass Buddy Characters in games like this (see: Zero in Mega Man X), he croaked, getting squished by Metal Gear while Liquid Snake was controlling it.
-At PL 10 offensively and defensively, Gray Fox is one of your most dangerous adversaries, being powerful AND fast. All the better that he ends up on your side.

RAIDEN
Role:
Wannabe Replacement Character, The Scrappy
PL 9 (149)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 8
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 7 (+10)
Deception 4 (+7)
Expertise (Soldier) 10 (+14)
Expertise (History) 6 (+10)
Expertise (Science) 4 (+8)
Insight 2 (+7)
Intimidation 3 (+6)
Investigation 3 (+8)
Perception 7 (+12)
Stealth 10 (+14)
Technology 3 (+7)
Treatment 2 (+5)
Vehicles 1 (+11)

Advantages:
Benefit 3 (Agent Clearance), Chokehold, Defensive Attack, Diehard, Equipment 5 (Spy Gear, Communications), Evasion, Fast Grab, Grab Finesse, Hide in Plain Sight, Improved Aim, Improved Critical 2 (Unarmed 1, Guns 1), Improved Defense, Improved Disarm, Improved Initiative, Languages (A Few), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 2, Tracking

Equipment:
"Beretta 92F" Blast 4 (8)
"Ingram Mac-11" Blast 5 (10)
"M79 Grenade Launcher" Blast 8 (16)
"RPG-7V Rocket Launcher" Blast 8 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) (16)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
Other Gear: Infra-red Goggles, Cardboard Box (+2 Stealth), Kevlar +1

Offense:
Unarmed +11 (+3 Damage, DC 18)
Knife +11 (+4 Damage, DC 19)
Guns +10 (+4-5 Damage, DC 19-20)
Grenade Launcher +10 (+8 Ranged Damage, DC 23)
Rocket Launcher +9 Area (+9 Ranged Damage, DC 24)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +4 (+5 Kevlar), Fortitude +6, Will +8

Complications:
Motivation (Being Like Snake)- Raiden idolizes Solid Snake, and has "played through" his missions, virtual reality-style.

Total: Abilities: 70 / Skills: 68--34 / Advantages: 27 / Powers: 0 / Defenses: 18 (149)

-Raiden is one of those funny situations where you can just SEE the wheels turn in Hideo Kojima's mind when he came up with the plan for this guy... but it was a completely disastrous decision that caused open revolt from the game's fanbase, and pretty much wrecked the goodwill that Metal Gear Solid had created. See, Raiden is this interesting concept of "the representation of the gamer", in that he's a total cipher (ie. could be the player) who worships Snake (like the player), and played through multiple VR missions (like the player can) before finally getting to "act like the hero" (like a player would, by playing Snake). The problem being? Raiden not only sucks ass, but you PLAY AS HIM FOR ALMOST THE ENTIRE GAME. And this was made a big secret, and thus completely blindsided gamers who were chomping at the bit to enjoy the sequel to the brilliant, game-changing MGS. Essentially, excited gamers bought up the sequel, expecting to play the adventures of Solid Snake once more... only to be stuck playing this idiot for almost the entire game.
-This colossal boner was compounded by the fact that Raiden was basically "Anime Hero 101": he had a mysterious past, memory issues, was full of deep-seated self-loathing, and had long white hair and pretty boy features. Keep in mind that Solid Snake was a gruff, stubbly bad-ass, and that was the character gamers had been used to playing. So naturally... the fans hated it. Raiden became a common joke among gamers everywhere, and he was treated as the "Clone Saga" of video gaming.
-So it's a bit funny that retrospect has been a bit kinder to MGS2, and even Raiden in a way. The game did a lot of stuff in 1999 that is now standard for gaming: deconstructing gaming tropes, soapbox preaching and screwing with the minds of gamers. Plus Kojima features a game that has a terrorist attack in New York setting off global chaos, conflict in the Middle East, the attack being used as an excuse for the government to spy on its citizens, and even a militaristic President named George!
-Raiden is essentially a lesser Snake in every regard but Acrobatics, since he's a much more lithe, dextrous character.

A SUMMATION OF VIDEO GAMES:
*Since I'm 1-2 days away from completion of this list, I figured I'd sum up the lot.

MODERN GAMING (aka "Jab is an old grump who hates anything new"):
Ya know what every video game character after 2000 or so is like? Cartman's ninja character from Good Times With Weapons. "I told you- Bullrog has lots and lots of powers". Every damn character is a 3-D Beat 'Em Up Hack & Slasher with dozens of extra sub-powers from multiple sequels, each of which add a new thing. Compare that to anyone from earlier- 1990s game characters only have a handful of attacks. Even friggin' Mario tends to only gain one or two new ones per game. I've never played Bonk, Rocky Rodent or The Lost Vikings, but a simple check of Wikipedia, GameFaqs, and a YouTube playthrough (not even a COMPLETE one!) are all that's required to get the gist of it, and a semi-accurate build is easy to do.

And then you have Dante, Rayne & Bayonetta, who are basically identical archetypes- Multiattacking Beat 'Em Up Characters with enormous numbers of crazy attacks on hapless goons. And yet a look at GameFaqs is often inadequate- the one I checked for BloodRayne only listed the controls and basic attacks- a YouTube playthrough just showed her swinging blades about. Only after ScotsDragon pointed out a ton of random shit did I check another GameFaqs page and then her own Wikia site, which contains DOZENS of things, each one more inexplicable than the last. It lists Rage Powers & Blood Powers, but DOESN'T EXPLAIN WHAT THOSE ARE OR HOW YOU GET THEM. It says something when Baldur's Gate, which has more than two dozen characters and uses an ancient gaming system as the basis for multiple classes with dozens of powers, is easier to figure out than a simple Hack & Slash game (which, like First-Person Shooters or MMORPGs, is the modern equivalent of the Side-Scrolling Beat 'Em Up or Action Platformer- the most-copied genres of the era, bereft of originality).

This is precisely why I said in the beginning to request older games :). If I'd have seen what all of Rayne's hacky and slashy attacks were, I'd have simply dropped the character from the list outright. Such things are basically impossible if you're not familiar with the actual game, and haven't played it. And this is why I will NEVER stat up characters from modern games that I haven't played, ever again. So forget asking for more of them :b.

Most fun builds to do: Dynamite Headdy, A Boy & His Blob, Altered Beast Guy, Kid Chameleon, Captain N, Link, Samus Aran- characters that are complex and varied in ability (either via lots of Alt-Effects or by Alternate Forms), but also quite simple.

Biggest surprises:
* The sheer NUMBER of Beat 'Em Ups out there. I knew there was a ton, but the vastness of the genre surprised even me, who was around for the peak of it. That entire "secondary BMU" list I made was full of nothing but games I've never even seen.
* How many games took their entire inspiration from Prince of Persia. Having heard a lot about PoP, Flashback and Blackthorne, but never having seen them played, this "Realistic Action Game" genre had completely eluded me. But watching them, they're all basically identical minus some trappings (ie. guns, sci-fi setting vs. ancient Middle East, etc.).
* Similarly, Graphic Adventure games were more common than I'd thought. And their non-action settings reveal that most of their protagonists were unskilled types who could die to the slightest thing. Very tricky to stat up- they're all borderline Bystanders.
* The number of Mascot Platformers I've never heard of. Radical Rex & Rocky Rodent escaped my notice completely. I'd have assumed that I was familiar with ALL of these games, having been around for that era.

And wow- looks like I've been posting these since 7/20, which means it's about two months and five days' worth of builds. Not bad for a single set... but also probably torture for any of the old people on here, who never played anything more advanced than Pong. Not that the gaming builds are ENTIRELY done- Street Fighter & Dark Stalkers will follow not too long after I post up Marvel's "K" section (which, naturally, I'm already almost finished, because even while posting THESE builds I just HAD to get my "Superhero Fix" and build MORE stuff. But I'M NOT AN ADDICT I CAN QUIT ANY TIME I WANT!!!). Though if you think you're not getting more Mattel dolly builds in the meantime, you're fooling yourselves :).

xxxxxxx



Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military, Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)

Episode 1: Several kids effortlessly climb up a huge, vertical ladder leading to a cloud- I would imagine that'd be tougher to do in real life. WHY IS THERE A PANTY SHOT OF THE THIEF!?? Presto is quickly established as very powerful... but uncontrolled to the point of uselessness.
Episode 2: Nice one with a cowardly knight who proves himself to save the kids from the Beholder (whose weaksauce weakness is FLOWERS). The gang has the portal back to their homeworld... but have to turn back to save Sir John from a vengeful Venger. Even ERIC eventually turns back (though he was initially ignoring what was going down, he soon turned- "I can't believe what I'm doing!").
Episode 3: Apparently, a bit part of the series is that Venger wants to steal the kids's weapons to fight Tiamat. Lolth, Demon Queen of Spiders is dealt with in all of two seconds, and the gang need to re-charge their weapons in the "Hall of Bones". Venger being held off by a Ghost Army is pretty bad-ass, and he blows up the mausoleum to save himself. Paul Dini wrote this one, and somehow managed to avoid sticking a woman in fishnet stockings and a top hat in it.
Episode 4: A pretty fun one, featuring a lot of unique stuff. ERIC of all people saves their lives by getting them under his Shield in time, and an evil wizard is collecting Unicorn horns. Poor Uni's is taken as well, which drives Bobby into such a rage that his fury actually CRACKS HIS ICE PRISON. Watching a five-year old lose it like that is pretty rare. When Dungeon Master says "Sometimes your greatest enemy can be your greatest ally", Presto figures out that since this evil guy is claiming to become even more powerful than Venger, then THEY NEED TO CALL VENGER FOR HELP. So Presto 'ports in, tells Venger that Kellek is about to become his superior, and now it's a WIZARD FIGHT. In the end, Kellek is imprisoned in a glass ball, his castle is destroyed, and Eric actually has a smart idea for once, because he's actually WRITING DOWN what Dungeon Master says, and that they only need to place one Unicorn horn back on for all the others to reappear- this lets the kids escape the collapsing castle and Venger.
Episode 5: A bit of a weird one, with a lot of random stuff going on. Dungeon Master is captured by an evil knight and his Bullywugs, so the kids go to rescue him, except Eric refuses to go into the cave because he's got to be a complainer. The gang avoid a Rock Monster but end up kidnapped by Orcs (here a green race that looks like lizards but have big pink noses and make pig sounds) who want to enslave them, but Sheila avoids their grasp. Eric, meanwhile, wanders around alone, meeting one HELL of a grotesque Zombie! Jesus Christ- that thing would have scared the LIFE out of me as a kid!
---
Episode 6: A heavily Eric-themed one, as they get the most out of turning him into an ugly frog-man, along with a complicated riddle on how to change him back- the gang actually MAKE IT BACK TO EARTH... but have to turn back when Eric realizes that the only way to transform back is to return to the D&D World. Eric sadly goes alone, and is shocked to find his friends having gone with him.
Episode 7: Hey- Steve Gerber wrote this one! A pretty generic one where they save some Gnomes by having Presto wave his wand over a giant Treant-like monster who turns out to be a Gnome Wizard, trapped in that form by Venger. Venger throws out a blast that JUST HAPPENS to blow up the stones that could send the kids home, too. More general whininess and grouchiness from Eric.
Episode 8: The gang get captured, and thrown into Venger's super-prison, with only Bobby the Barbarian left free to free them. An imprisoned Eric fans himself with a Spider-Man comic, showing us who produces this thing. There's some very good designs of the prisoners and monsters in this one.
Episode 9: The characters are fooled by a powerful Magical Skeleton (under Venger's orders) into invading a mystical temple, which assaults the kids with their deepest fears. Naturally, Hank figures this out thanks to Game Master's warning, and simply tells everyone to not be afraid, and it works instantly. However, when the Skeleton attempts to betray the kids, he realizes the error of his ways, and the hundreds of years he's suffered for his mistakes, and defends them against Venger. Naturally, the Macguffin is destroyed to set things right, and the kids are still stuck here.
Episode 10: Bobby gets poisoned by an Aquatic Monster, and the quest to cure him ends up with the group fighting some Shapeshifting minions of Queen Zinn, who is trying to enact a prophecy. A friendly monster helps out the gang, and soon Zinn's scheme is unveiled. Curiously, Zinn looks remarkably Asiatic, while her brother is a plain white dude.
---
Episode 11: The gang comes across a giant box in the middle of nowhere, and wouldn't you know it's a teleportation device. Thinking it can send them home, they are first tricked by Venger's Shadow Demon minion into nearly being eaten by Giant Wasps (after they fall through a checkerboard floor, of course). Then, when they free one of Dungeon Master's old friends and find their way home, Venger HIMSELF arrives and attacks. Naturally, the kids decide this means they have to go back AGAIN (Eric is again reluctant, but this time gets scared into it by Venger). Aaaaaaaand it turns out the box could have only transported the kids home if it was on this one specific ridge, and now that's broken. Well, at least they give thorough explanations.
Episode 12: A race of tiger-striped people team up with the kids in order to rescue an elder of their race, and pilot his SPACESHIP, as apparently these are all aliens. The kids find it incredibly easy to get into Venger's castle, AND escape it, but the ship is shot down in the meantime. They get around numerous questions by having the aliens age at a really slow pace, so the fact that they need fifteen years to fix the ship NOT be horribly-depressing. Naturally, it just means the kids need to find another method home.
Episode 13: Presto accidentally sends the whole group to a Giant's castle with a miscast spell, and has to go on a solo mission to help out. This one features "Golden Dragons", which here are non-speaking, flightless, animalistic beasts. It also features one of the few Presto spells that works how it's supposed to, as he twiddles his fingers and... apparently kills the giant.
Episode 14: Actually a pretty good one- the gang find someone ELSE from their world- a young girl Bobby's age who can see the future. The girl and her dog ended up coming through on the same type of ride that snatched the other kids, and now they're going through Venger's Evil Maze to find another Portal home. Unfortunately, the Maze has all kinds of nasty tricks, like mind control (turning the team against each other until Hank snaps out of it), falling walls, pits, and more- ultimately they have to send the girl through, and stay behind to prevent anyone ELSE from falling into the maze. There's a nice bit where Bobby feels horrible about losing the girl (they naturally become "best pals" pretty quickly, given that it's gotta happen in one episode, but still), and Dungeon Master arrives to cheer him up.
Episode 15: The gang fights Demodragon, whom Venger is using to destroy everything. Humorously called "The Treasure of Tardos".
Episode 16: My God! HOOK HORRORS! Finally another legitimate D&D monster! A group of them attack the kids, and despite ORCS and LIZARDMEN being able to trounce them in earlier episodes, here they team up with an Arabian Knights-themed guy and whup on them hardcore. Diana somehow manages to throw two of them at least fifty feet- what is she using? The M&M 3rd Edition throwing rules? In any case, Bobby is kidnapped by the same monster that took the guy's daughter years ago, resulting in some neat characterization from the group. Even ERIC (who previously gets a small character bit where he says "Are you kidding? He's better than MY dad EVER was") basically freaks out and practically leads the charge to Bobby's rescue!

They re-open the "Night Walker" guy's portal (SOMEHOW... nobody actually explains what happened, or why pointing their weapons at it worked), invade a town where the clock never strikes midnight, and discover hordes of children (from both worlds, even) being forced to hold the gears of the clock frozen, so that time never moves forward. However, they immediately start breaking stuff, and... well, they wrap things up in like five seconds. Okay, that part loses a bit of drama, but the rest of this one is terrific.

Episode 17: ... Yup, this one's on the tail of Return of the Jedi, alright- particularly the most Merch-tastic, Toyetic part of that film- the EWOKS. The gang here ends up allying with a band of tree-living fuzzy teddy bears against a band of Orcs, but it turns out that Hank might be a traitor!
Episode 18: A bit of an interesting one, as Eric is given Dungeon Master's powers for the duration! However, he can't use it properly at first, and even in the end it's touch-and-go. Nonetheless, he comes up with a plan to send the gang home, but Venger of course arrives and things go sideways. Eric gets a nice moment taking on Venger by himself so the team can escape back to Earth, but the gang turns around and gathers their captured weapons and aids in the battle instead. So it's Yet Another Failed Home Attempt. In the end, Eric wishes to give up the power (he'd earlier been whining about how DM has "the easy life" and how HE'd love the chance), and the others admit he was willing to lay down his life against Venger to save the rest.
Episode 19: Now here's a REALLY good one- the gang is befuddled by evil illusions... that turn out to be cast by a girl in Venger's captivity! Presto is the only one who can hear her cries for help, and suddenly his heart's aching for her. The nearby villagers blame the kids for the troubles affecting them (especially once Venger uses the illusions to make him look heroic), and now they're left weaponless as they have to attack Venger's castle. Eventually, the girl fades away after casting one too many illusions, giving us a pretty harrowing Disney Death (and some great acting from the girl's voice actress). Oddly enough, ERIC takes the lead in a lot of this episode- heading up a prison break and then leaping to regain all of their gear!
Episode 20: And then all of a sudden things get SERIOUS- Venger ruins their latest chance to escape right at the beginning of the episode, and instead of going "aw, shucks!" and at least rejoicing over stopping his plans once more, the kids just free themselves from some ice... and SIT there. Sheila notices immediately that everyone's morose, but she fails to reassure anyone, at which point Bobby & Eric argue over something dumb, and Bobby just breaks down CRYING over their predicament. Then, Eric & Hank come to the realization that the only way they'll ever escape is if they stop Venger "once and for all", which is G-Rated Children's Entertainment-Speak for "KILL"!
You can tell things are a bit different when Dungeon Master shows up, and not only do the kids not put up with his riddles, they ignore his suggestion of helping someone else and demand he tell them how to kill Venger. And there's not even any MUSIC by the end of the scene- just the wind. A classic case of how the lack of a soundtrack can completely change the emotion into something more stark and foreboding. They go to Tiamat's realm- the Dragons' Graveyard, and get her help. She forces Venger to face them there, where their weapons gain tremendous power, owing to having been created there. And so Venger takes the lead at first, but soon the power of the weapons overwhelms him- Bobby shatters the land around him, Presto traps him against the sole remaining rock, and Hank is given a free shot. At which point everyone's just like "... it's up to you, Hank". Hank is forced to choose to end Venger's threat now (possibly taking them down a very dark path, as Hank has seen Bobby seethe with rage over an injury Venger committed to Uni), or spare their greatest nemesis. Ultimately, Hank does the cliche "If we kill him, we'll be no better than him".
---
Episode 21: The gang find "The Child of the Stargazer", who is destined to defeat some evil Demon Queen. His voice acting is really well-done- that kind of low-key, morose attitude comes off a lot better than "Loud & Nasal" like most VAs make kids. And he falls for Diana almost immediately, and the feeling is mutual (must be his... purple eyes?)- the entire gang pretty much notices this immediately and starts cracking jokes. Eric gets some great lines in here, repeatedly assuming that the kid has ended up imprisoned for robbing a bank ("She won more gold medals than that bank you robbed!"). Diana & Kossar are separated from the rest of the group, but everyone ends up in the city with the Temple that allows the prophecy to be fulfilled. The gang clears out the Queen's Mooks easily (now they start packing Area Attacks on the regular, making this much easier than their old fights), and soon ERIC is leading the assault by drawing her fire ("I can't believe I'm doing this, but ARRRRRRRRR!!!!")!

Diana reveals that as the daughter of an astronomer, SHE'S able to fulfill the prophecy as well, and when Kossar is fatally-wounded by the half-demon faced Queen, she energizes and grows into a Cosmic Acid Trip, offering the way home to the gang. But the Dungeon Master's cryptic "One of you will have to choose between the home and the heart" statement comes true, as Diana chooses to save Kossar's life and switch places with him, sending him off on some Cosmic Journey, where they have to be apart forever. And the Demon Queen gets vaporized (okay, so she COULD have just been "exiled"... but no. She freakin' explodes, pretty much).

Excellent episode- good enough to make you ignore the obvious logic holes (Why was Kossar trapped in the dungeon? Why not just KILL HIM if he's gonna fulfill a prophecy? And why leave the Temple standing if he has to do it there?).
Episode 22: A weird one, as almost instantly the group accidentally summons Venger's MASTER, a super-powerful godlike being "Whose Name Cannot Be Spoken"- he effortlessly defeats both Venger (for failing him so far) and Dungeon Master, both of whom escape to a subterranean world to repower. The kids get separated one by one to hold off the various threats they face there, before Dungeon Master repowers them and they face the being... who has already left. The adventure leading up to that was pretty cool, but it's a bit of a let-down.
Episode 23: This one takes a while to get going, but once to realize what Venger's up to, you're like "WHAAAAAAAAAAAAAATTTTT?" His plan involves kidnapping a bunch of people from Earth... but he keeps one fighter pilot's modern-day jet, tosses him in the dungeon, and replaces him with a member of the German LUFTWAFFE, planning on sending him back in the new jet in order to win World War II for his allies! Yes, a NAZI FIGHTER PILOT is in this episode! However, it turns out he's kind and virtuous, and hates the "stupid war"- he makes friends with the kids. Instead of aiding Venger's plan, he destroys the portal, falling through right before it closes. A cool idea, but if would've meant more if he'd been hanging out with the kids for more than five seconds before making his decision.
Episode 24: A new kid joins the group- an orphaned boy wielding a powerful Talisman that can blow things up with great capability. The runaway, never wanted anywhere, nonetheless rubs Eric the wrong way, and the two begin bickering for hours! The rest of the gang is annoyed, but soon after the kid bails on them (his Talisman is uncontrollable, and thus dangerous- Dungeon Master warns him to give it up), Eric has a change of heart and goes to get him. The two become true comrades, united in their love of snark and complaining about stuff, but ultimately the kid gives up the Talisman. The evil-looking Wizard who's been chasing them for it (the Talisman has a curse that you'll always be "hunted by evil") grabs it, but uses it to fight Venger (who naturally is chasing the WIZARD) before giving it up, realizing that this is ultimately a hollow pursuit. The new kid goes off with the townspeople from earlier in the episode, leaving poor Eric missing his first new friend in a very long time.
Episode 25: Eric rips on Sheila for nearly botching their mission, and so she decides to prove herself by freeing someone in need... who turns out to be Venger's evil sister, Karena! Sheila gives her a powerful ring that allows her to fend off her brother, and discovers her evil nature. Feeling terrible, she nonetheless returns, botching the kids' chance to go home in order to save Karena's life once Venger returns. This casts away Venger, AND saves a life (curing her of evil in the process), so the kids are somewhat okay with it.
Episode 26: The kids come across a band of Faerie Dragons (a concept I've always found fascinating- I loved the Dragons in D&D rulebooks even before I played the game, and thought the idea of a tiny, kindly race of them was a great idea), one of whom takes a shine to Presto, and work to protect them from an Evil King and his men, who want their treasure. They thus give up a chance to go home through a magic mirror in order to send the Dragons to their new home- ERIC even does the deed without complaining!
Episode 27: An unfortunate old woman aids the kids against a mysterious guy who's been kidnapping people- his first victim is HANK, who's feared lost forever. Eric again takes the lead, charging ahead against the villain and taking it hard when Hank disappears. Eric then formulates the entire plan to rescue Hank, but only the old woman stepping in and using her light powers (after running in fear from the creature) can stop the bad guy. I kinda figured the old lady'd be reunited with her family (it was implied they'd been killed or captured by the monster), but nothing happened.


Eric- Cavalier: Whines about rich-people stuff. Deflecting Shield (can send Venger's attacks back). Force Field Dome.
Bobby- Barbarian: Kinda dumb & impulsive. Club does huge damage. Creates Crack in the ground. Improved Smash. Area Trip/Damage eventually.
Hank- Ranger: Generic Leader Guy. Light Arrows. "Fireworks" Arrows. Snare Arrow (ties up 3 Bullywugs, then ties a Dragon's mouth shut, later grabs several Mooks), Arrow does Move Object stuff. Later allows Presto to stand on them, and then creates a giant transparent wall.
Sheila- Thief: Invisibility Cloak. Never steals. EVER. Usually cries over Bobby. Seems to hang around Hank a lot.
Diana- Acrobat: Spinning Thrown Staff. Gives Leaping.
Presto- Wizard: Summons cow instead of burgers. Creates giant carpet. Teleports to Venger. Makes one Unicorn horn reattach. Creates Aircraft Carrier.
Venger: Blast, Wings (never, ever flies), Teleport, Force Field.
Tiamat: Never gets involved in anything, actually. Helps the kids with advice on how to stop Venger, and that's it.

* Orcs easily defeat group. Later, Lizardmen do, too.

KIM POSSIBLE:
* Drakken uses Embarassment Ninjas on Kim. She immediately gasps "Embarrassment Ninjas!"
* SSSr. & Jr. Are booted from the Billionaire Club. "There are other clubs for the obscenely wealthy." "NOT the point! World-class villains are defined by disproportionate revenge!" The best part of SSS is his insistence on Super-Villain traditions- he will hold things ABSOLUTELY to the cliches, and openly do so. When SSJ asks why they just left KP to her doom, SSS replies that "a proper villain always leaves his foe just as he's about to expire!" "Why" "Well, it would be bad form to just loll about, waiting for it!" "Why?" "TRADITION!!" Later, he aims a laser at an icicle to drop it on them- "Why did not just aim the laser at their bodies?"


Hi there! I'm a big fan of the work you've been doing here, and I'd like to make an order of some sort, but first I've got a bunch of questions & requests. I'm "Jabroniville" from the Little Rubber Guy forums, by the way:

Do you still have that Snow Leopard with the spots available? Because he'd be #1 on my list. Also, that red & black Carp (painted by Lee Coates)- if that's still available, I'd like it (or at least another just like it).

Custom-Made Ones: I would like an "Arctic Fox" version of the Fox if you could make one. White fur, black nose, and some shade of blue for the armor (I'm trying to decide on the shade- darker than the Polar Bear. Maybe like the Lion or Penguin?). Plus an Abominable Snowman/Yeti variant of the Gorilla. Probably a light gray for the armor.

Single Color/Unpainted Ones: I'd like a Clear Carp (I notice one up for auction on your eBay site now). Is a Stone Cobra lookalike possible, also? I'm not sure what colors you can offer.

* What's a Rhinodon? I don't see him mentioned in your list. I assume some variant of the Rhino.

That's all for now. I keep looking through your list imagining different things I might want, so this could take some time. Thanks!



* Also, can you make replicas of the weapons? The only weapons of the 76 I'm missing are the Rooster & Panther. If I could get ones that look similar to the baseline, that'd be great :).


Hah- the whole GamerGate/Feminism/Overwatch/R.Mika's Butt-Slap thing is such a weird pile of over-escalation over silly things.

It's like... do games hyper-sexualize women? HELL YES! Video Game women make comic book women look like they're under Taliban law. Do they use women as rewards and Damsels In Distress? A-YUP. These things are worth talking about, but neither are particularly evil. Considering that most games were by men FOR men, sexiness in games isn't any worse than say, Maxim Magazine or standard internet porn. To me, it sometimes goes so over the top it looks like "porn for 13-year-olds" (God of War is the worst for this), and I just roll my eyes and the excesses. But the Damsel in Distress thing goes so far back into human history that it's virtually the oldest kind of story we HAVE. I hardly think its that bad.

Personally, I find the whole Hyper-Feminist/Trigger Warning/Safe Space/"You're all Whiners!"/Sex is EEEEEEEEEEVIL culture absurd. But the backlash generated against it is just as annoying, and in a lot of cases straight-up evil, as internet trolls at home will throw out insane stuff. I know someone who's hyper pro-GamerGate and has practically gone "Conspiracy Theory" to say that all of the doxing & "Swatting" attacks are "False Flags" generated by feminists to drum up support! Personally, I have no problem believing that people on the internet are fully capable of being anonymous dicks on their own. And problematically, people will always be linked to the most annoying and awful members of their respective groups- it's why Feminists are so easily described as "Man Haters" while Men's Rights Activists have now been linked to

I still find it hilarious that games as sexualized as Overwatch and Street Fighter will get ANY kind of criticism for taking out "sexy things". I mean, Tracer's lower half is basically her naked ass and legs painted yellow, and she's not even the most-sexualized character in the game! And R.Mika still dresses like someone who would get kicked off of a private beach. If you're gonna backlash against Political Correctness, I'm with you. Just... pick your battles.



Reading The Deadly Foes of Spider-Man, a book I've only occasionally heard about, and more in the sense that "this is a thing that exists" rather than anything great. I picked it up for five bucks at a local used bookstore, just by virtue of its use of Jobbers. There's actually some interesting stuff here:

* First off, its centered around The Sinister Syndicate- at this point The Beetle leading Boomerang, Speed Demon, Hydro-Man and the Rhino. Secondary characters include Spider-Man, The Shocker, The Kingpin, and a woman named Leila, who's dating Boomerang. Now, fans of The Spectacular Foes of Spider-Man (also known as "people with taste") will recognize a lot of the cast- this book in fact seems like a preview of what came out in more recent years.

* What's funny is that it's really all about SCHEMES. Almost every character is being dishonest with every other character. Because, y'know, they're all villains, and that's what villains DO. Speed Demon & Hydro-Man are in it for cash. The Rhino wants money for the removal of his costume (this was back when it was permanently-bonded to him), and then wants to go straight. The woman who's their driver (and dating Boomerang) then turns out to be the widow of The Ringer, then a casualty of the Scourge of the Underworld- and she's gunning for the Beetle, who's side remarks convinced her husband to put back on the costume to prove himself, thus putting him in the firing line! The Beetle, as team leader, plots all of the group's heists, but is first hiding the fact that they're working for the Kingpin (and giving him a monstrous cut), then growing more and more nervous and things unravel around him (he's desperate to keep the others loyal to him, so that he can stop owing money to others). The Kingpin, meanwhile, has all sorts of plots in the mix.

* Spidey is actually a side-character here, and proves why I like his power-set more than any other heroes- he gets his ASS KICKED here. Like seven times. Except it's never an embarrassing defeat, or a complete "jobbing"- no, he's usually fighting too many guys at once, getting distracted by something, or just being unlucky. Then he's able to recover quickly and do well next time. And the story always gives him an "out" to explain why the villains didn't just kill him (the Rhino refuses to get a murder rap on his head by executing Spidey; the Beetle has his laser blast screwed up; The Shocker is scared away). And it never feels like a cop-out, especially when we get the full reasons WHY.

* The Shocker gets a running thing, which actually reflects what he became- a joke. Here, he's nervous, wimpy, and can barely react to things, because his confidence has been shot over the years. Even BOOMERANG feels pity on him. And then all of a sudden he gets his moment of glory, when Spidey comes calling and does his usual Spidey thing- the verbal jabs end up coming off like bullying from Herman's perspective, and so he FREAKS OUT, grabs his gear, and starts fighting like his life depended on it. Then Spider-Man has to rescue some civilians from the crossfire, and pays for it- the Shocker is only chased off by "Scourge" (which we later learn was a plant, for an entirely DIFFERENT scheme by the Kingpin!).

* It's fun watching everything come to a head- the Beetle only barely keeps the loyalty of Speed Demon & Hydro-Man (who seems less-powerful and more vulnerable here, probably due to the difficulties of really beating a villain like him). The Rhino leaves the team under his own volition, but swears vengeance when the Syndicate's asssination scheme kills the one man who could have removed his hide! Boomerang feels betrayed after he ends up in jail, and allies with Rhino, the Shocker (who is paid by the Kingpin to spring Boomerang) and Leila. Meanwhile, Spidey is hunting them all, and it leads to a full-issue-brawl in the center of busy Manhattan. And then, at the very end (with nobody ending up dead), the Kingpin reveals the full breadth of his amazing scheme, which depended on an entirely DIFFERENT thing. And he talks about how super-people always think their POWERS are what makes them amazing, but the "true power is the human MIND". And then the RHINO of all people shows his smarts- he's revealed to have been a "mole" through everything (explaining a couple of life-saving "coincidences" from earlier), and then manages to get one over on the KINGPIN, while also keeping his conscience.

All in all, it's a pretty neat book (and you can't beat the price). The only flaw is the art, which is pretty awful and switches artists a lot (AL MILGROM is one, and that's all you really need to know). It's not terribly funny, but is pretty fun. The twists are the most interesting part of the thing.

It even has the book's SEQUEL series, too! This looks to be one of the better Danny Fingeroth stories I've read (and I've gone into before how AWFUL his run on the Spidey books ended up being...).
Last edited by Jabroniville on Tue Jun 02, 2020 12:20 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Video Game Systems

Post by Jabroniville »

ARCADES (Since Ancient Times):
-Arcades are MUCH older than you'd think- named for the arches that made up the original arcades (as well as midways and dime museums), they included a lot of penny-games (hence "penny arcade") and assorted stuff as far back as the late 1800s- mechanized contraptions that sort of worked like carnival games. As these moved in and out of popularity, purveyors would add in other things, like movie-playing devices, peep shows (actual pornographic imagery, too!), shooting galleries, and more. In the '20s & '30s, they'd developed early pinball games, getting a reputation for dens of gambling. Eventually, pinball games became a constant sight everywhere- bowling alleys, laundromats, shops and bars... and soon they included actual early Video Games. In fact, pinball was such a big thing that until the mid-1990s, game companies as powerful as Nintendo, Sega and Sony were forced to hawk their wares and advertise at the Consumer Electronics Show- a showcase for pinball stuff as much as it was about video gaming (though the focus was meant to be towards VCRs, DVD players, and assorted other stuff). It wasn't until later that game companies forged their own show: E3.
-Eventually, the 1970s saw the rise of actual Video Games as a major-league fad- Pong is by far the most famous of the early ones, though some games preceded it. The 1978 release of Space Invaders turned gaming from something done in other locales, to something done in an actual ARCADE- a specific place just for these things. With that game, Japan (its home country) hit huge into the arcades as well, forging their own culture.
-Until the mid '80s, almost EVERY major game showed up first in arcades- Centipede, Frogger, Pac-Man, Donkey Kong, Galaga, Dig-Dug, Joust, Q*bert, etc. It was a HUGE, HUGE thing. Arcades became known as the official "cool hangout" for kids, dens of sin and vice to their parents (I was not allowed to visit the local arcade by myself), and more... something that out-of-touch TV writers often extend all the way to MODERN fiction as well, long after the arcades have mostly died out. The early Console Systems were usually meant to create home versions of these Arcade Games, and in something that seems hilarious today, they were unable to properly replicate these primitive toys.
-The Arcade industry faltered with the Great Video Game Crash of 1983 (though Consoles were mostly at fault there)- the "Video Game Fad" had seemingly died at home, though arcades stuck around. Nintendo came roaring back with the NES, which hurt business further- never before had such QUALITY games been available at home! And some of them weren't even available in Arcades- Metroid and Mega Man were only on the NES! Arcades were kind of hurting until the rise of Street Fighter II in the '90s- this allowed for competitive, person-to-person play on an unprecedented scale, and reinvigorated the system. Fighting Games were the official new Big Business, and the most-profitable game ever would be NBA Jam of all things.
-"Arcade Perfect" was a mythical thing for kids back in the day, too. Every game put on the SNES or Genesis would be graded on how close it matched the original Arcade version- those giant cabinets with their high-powered whatsits were much too strong for a mere 16-bit system to compete against, especially graphically. Even Street Fighter II couldn't be done properly, though the SNES came kinda close (the poor Genesis had weaker colors and couldn't match it)- the best one overall was Super SFII Turbo for the $700-800 3DO. The final death knell for Arcades, however, came during the Next Generation- though the PlayStation and Saturn STILL couldn't quite compete with Arcade graphical power (they were upgrading faster than even the Consoles could), they were close- close enough that Arcades didn't seem quite so important. Eventually, the Sega Dreamcast became the first system (just after the Next Generation) to IMPROVE upon an Arcade game with Soul Calibur, and by that point, the Arcades were done as a thing. Eventually, you only saw Arcade games where they once were- bars, movie theatres and other places.
-In Japan, however, the "Game Centers" (as they were called) retained their popularity, and even today you will find multi-story buildings FULL of Arcade machines- going there last year was eye-opening on this front, as each popular area around a Train Station would pack TONS of these things. They'd have floors for old games, floors for photo booths, floors for Fighting Games, etc. It was a bizarre relic to see a culture so thriving on this front, though many, if not most of the games weren't new in the slightest. They primarily seemed to be after-school hangouts for High School & College-aged kids- I was probably the oldest person there by a ways just about every time.
-Arcades were never really common in my hometown- it had about 65,000 people when I lived there, and only two Arcades- one in a close by mall (I was too young to go, but it had the rad X-Men Beat 'Em Up game), and another halfway downtown. Sadly, that one was a BIT of a journey for me even in Middle School, so I rarely went (or had much money to blow in it), and it went out of business when I was in High School. They had another one downtown at one point, but it was ridiculously tiny (I recall it looking more or less like a hallway). The local College had a small room with some games, allowing me my first visions of Virtua Fighter (where I discovered that the hideous graphics were actually beautifully-smooth- the advantage of polygons) and Dark Stalkers- my friends and I went there for a short time on our lunches when we were in Middle School. Alas... the whole thing kinda died. When I moved to Edmonton, there were only a handful of Arcades left, and West Edmonton Mall's Playdium didn't last long (it was huge and high-tech... but was mostly competitive physical games with a few PlayStations set up on the upper floor). The mall still has a couple of Arcades in it, actually, but they're the same kind of stuff- a giant Trivia Game, a Connect Four machine, a giant Pac-Man four-player game, etc. But the good Arcade (which unfortunately got a bad rep because drug-dealing kids would hang out in front of it later at night) has long since gotten rid of its Neo*Geo and Street Fighter machines, keeping only the Dance Dance Revolution-type stuff. Because really... everyone just plays the good games at HOME, now.

THE ATARI 2600 (1977):
-Usually just called "The Atari", this system was omnipresent in the early days, and was the first REALLY big system. It was a monster seller that was also attached to numerous disappointments (none moreso than E.T., fabled as the worst video game of all time, and a major contributor to the Great Video Game Crash of 1983), which eventually sunk them, AND the industry. Still, however, games were made until 1992, making it the #2 longest-running system in history (behind only the Neo*Geo). When the NES arrived in 1985, the Atari redesigned itself as a "budget" console

THE INTELLIVISION (1980):
-Mattel, the creators of Barbie and He-Man, got into the video game industry in 1980 as rivals for Atari and their 2600. The graphics were better, but the roster of games was much smaller- they ended up producing a lot of Licensed Games.

THE COLECOVISION (1982):
-Well-known for being one of the iconic "Old Systems" thanks to its distinctive name. It was one of the most powerful systems of its day, but died in only a couple years, as the Great Video Game Crash of 1983 killed the market. Few of its games were exclusives, but they had the most-accurate versions of most Arcade games.

THE ATARI 5200 (1982):
-The Atari 5200 was a successor to the 2600, and an odd example of a system released TOO soon- the 2600 was still very popular, and so the "deluxe" version suffered in sales. Then you had competition from the Colecovision AND the aforementioned Crash of 1983. Also their joystick sucked, apparently literally rotting thanks to the cheap rubber.

THE NINTENDO ENTERTAINMENT SYSTEM (1983 Japan, 1985 USA):
-The ultimate Game Changer of the Video Game Industry, the NES (Famicom in Japan) completely revolutionized everything. Taking Japanese work ethic and some brilliant game design, Nintendo completely reversed the "Video Game Crash" of only a couple of years earlier. Every big game of my childhood was released for this system, and countless major franchises took off here- Mario, Zelda, Metroid, Final Fantasy, TMNT, Mega Man, Strider, Bionic Commando, etc... this was a huge, huge deal. It also helped that they maintained quality control- as Bad Games had sunk the industry before, Nintendo put in a number of rules that prevented other companies from just releasing whatever they chose- they had to order a certain number of cartridges, pay Nintendo licensing fees, and only release five games per year. These things drove other developers nuts, which later would allow Sega to undercut a lot of Nintendo's business, but for the time, this was a good move that gave the public faith in the new system.
-Its legacy is assured- it remains the #10 best-selling console of all time, which is staggering considering its age (almost every other system was released in the '90s) and the fact that the industry is much, MUCH larger now than it was then, and back when systems weren't quite so fragile and needed replacement less. The NES was so big that for years, all game systems were called "Nintendos" by parents.

THE ATARI 7800 (1986):
-The 7800 was released AFTER the Nintendo came out, and was a graphical contender with that 8-bit system, shockingly enough. Unfortunately, a number of lazily-done ports ended up giving it the reputation of being a much weaker system (remember that for when the Sega Saturn shows up). It was actually the fourth-highest-selling system of all time in the 1980s (given that there was less competition, this meant that 5 million sales were enough), but it failed to put Atari back on top- the NES would crush both this and the Sega Master System.

THE GAME BOY (1986):
-The first GOOD Handheld Console, the Game Boy was hilariously limited (with an ugly green-ish screen), but this simple little thing managed to outlast nearly all of its competition, and existed well into the Next Generation era. It was known for a lot of lesser, but still fun, versions of NES classics like Mario, Mega Man and others, and was classically tough, and packed real battery power (a major failing of the rival Game Gear). It would eventually gain a Game Boy Color option later in its life, and would develop more lightweight systems. It's the #3 best-selling console of all time, owing to its price point and probably a lot of replacements (though the device was tough enough that a working system was recently pulled out of a trench that'd been bombed out in the GULF WAR).

THE SEGA MASTER SYSTEM (1986):
-Sega, a Japanese company founded by Americans, decided to "Me Too" the Console Race started by Nintendo with their "Famicom". Generally, every kid I knew who had one considered it worse than their Nintendo, but as it actually had Altered Beast, they still got a bit of play. Though it was better overall than the NES, it didn't have the games or the power to compete with Nintendo, and the PC Engine/Turbografx-16 finished off any chance of competition in Japan, much less America. Though everyone on Earth seemed to stop playing it by the release of the Super NES and Genesis, they actually managed to stick around for a ridiculously-long time- I had absolutely no idea that versions of Ecco, Earthworm Jim, Dynamite Headdy, Golden Axe and The Lion King ended up on the Master System. This is because the system actually continued production of games well past 1991 in certain parts of the world- the UK and South America received new games long past the Japanese & American shelf life, due to some bad distribution by the rival Nintendo.

THE PC ENGINE/TURBOGRAFX-16 (1987):
-Coming on the tails of the NES & Sega Master System, the TG-16 was a big hit in Japan, boasting 16-bit graphics (though this later was revealed to be fraudulent) and the Bonk series- its success actually forced Nintendo's hand where they had to create their OWN 16-bit system! However, its American success was limited, and the system would ultimately fail because of it. Its games were released on thin "TurboChips" instead of bulky cartridges, and some of them were considered very excellent. It also received gaming's first CD-based Console, but it didn't get a lot of American releases. There was even a Turbo Express handheld, which actually just played the same games!

THE ATARI LYNX (1989):
-The Lynx was the first color handheld console, but failed pretty badly. It was bulky, cost twice what a Game Boy did, and its games were nowhere near as good.

THE SEGA GENESIS (1988 in Japan, 1989 in North America):
-The Sega Master System proved a non-starter in the battle against Nintendo, and so Sega came roaring back with a big 16-bit system. Called the Mega Drive in Japan (a BITCHING name, actually), it boasted far superior graphics and faster speeds to the measley Nintendo. Sales were unimpressive in Japan, but, as The Console Wars detailed, things went much differently in the West. With a crack team of advertisers and executives (many from Mattel, a toy company), especially Tom Kalinske as President/Team-Builder and Al Nielson in marketing, they began a campaign to turn the slow-starter into a juggernaut. While Nintendo boasted mascots and popular games, they were a stoic, stick-in-the-mud, "safe" company that advertised to children... so Sega targeted their OLDER BROTHERS.
-Sega revved up an advertising campaign that featured rock music, random screams ("SEGA!"), "cool kids" (dating their stuff BADLY), bad-ass behavior, and a much more violent set of games. They also started openly mocking Nintendo ("Sega does what Nintendon't"), who refused to fight back- so it came off as the cool kid picking on some cowardly loser who was afraid to even mention his rival. With the screaming, energy and attitude, Sega suddenly became the "cool option", boasting rougher-edged, Indie-style games like Toejam & Earl to contrast Nintendo's clean, standard-issue stuff. And then they came out with Sonic the Hedgehog, meeting Mario at the gates of Mascothood. And by the time Mortal Kombat came out, Sega had the strategy all wrapped up- THEIR version featured the notorious blood that made the series so famous. The Super NES was stuck with "grey sweat", immediately coming off as lamer.
-This actually allowed Sega to actually WIN THE CONSOLE WARS for one year. This unprecedented move actually led Nintendo to revamp their strategy, develop new games, and attempt to win things back. Eventually, Nintendo would succeed- their sheer number of great games beating Sega's roster (The Console Wars flat-out admits that Sega often put lipstick on a pig and had to pretend that they were superior to Nintendo in this regard), and more and more graphical improvements making it more cutting-edge. But Sega came close, and they changed the industry forever.

THE SUPER NINTENDO ENTERTAINMENT SYSTEM (1990 in Japan, 1992 in North America):
-With Nintendo having been sufficiently shamed by the Genesis in the U.S., and the Turbografx-16 in Japan, it was time for an upgrade that they'd resisted for years. Turning the NES's weak 8-bit animation into beautiful, top-of-the-line (console-wise) 16-bit graphics, they also set about dominating the industry once more. For my generation, the Nintendo was amazing, but the SNES was a MONSTER. I still remember seeing my Middle School friend Adam with one- I was astonished at the graphics of Super Mario World, and of course decided to yak about it to my parents CONSTANTLY, in that kid way that we're sure is subtle and non-begging, but comes off as super-annoying to adults.
-Nintendo marketed this brilliantly- pretty much every big NES hit was revamped with "Super" put in front of it- you had sequels for Mario, Link, Samus, the Lee brothers, etc. Arcade games were converted, such as Final Fight and Street Fighter. While the Genesis encroached upon Nintendo's territory, often putting out the same games, Nintendo's were often prettier (thanks to a more powerful engine for colors). Unfortunately, it couldn't shake a reputation as being more "kiddie", thanks to both Sega's epic marketing push, and Nintendo's refusal to play ball with more violent games.
-However, the SNES was also the Lazarus of gaming- with the Next Generation imminent, and the Genesis having beaten them in sales one year, things looked bleak for the system... at which point Nintendo came blazing out of the gates with Donkey Kong Country, shocking the gaming world (THIS was capable on a SUPER NINTENDO???). With companies like Rare now perfecting "rendered graphics" (essentially "cheating" to put polygons on a 16-bit system by displaying them on a more-powerful computer and then "photographing" them as sprites for a weaker SNES) and adding things like the polygon-happy "Super-FX Chip", the Super Nintendo fired back and flattened the Genesis once and for all, and kept sales healthy throught the start of the Next Gen, when the Saturn & PlayStation were competing. It took the Nintendo 64's debut to ultimately finish this system off, but by that point it'd become a central cog in the childhoods of pretty much everyone my age (the ones who didn't get the Genesis anyways). While the NES still looks ancient, there are Super NES games that STILL look pretty good, as sprite-based animation actually holds up surprisingly well over the decades (much better than older CGI games). The games played phenomenally well, and while some games were better on the faster-processing Genesis (especially EA Sports games), I think the Super Nintendo comes out on top in the Console Wars of this era.

THE SEGA GAME GEAR (1990 in Japan, 1991 in North America):
-The Game Gear was actually a pretty sweet deal for a while- kids thought it was cool, and it got talked about a lot. It was basically a Game Boy with WAY more graphical power, and some almost high-quality versions of several games. It featured Sonic, Aladdin and Mortal Kombat. I actually successfully campaigned to get this, and my parents actually bought one for me (it had been out QUITE some time by that point, so wasn't so expensive). Unfortunately, the quality of games wasn't there in many cases, and the infamous lack of battery power truly killed it. The Game Boy was more durable and would last for hours, whereas you'd be replacing batteries on this sumbitch all day.
-Its version of MK wasn't great, but then all handheld Fighting Games sucked. Sonic seemed decent, but I actually got stuck insanely early and couldn't figure out where to go. Worst of all, I got that X-Men game where you could play a couple characters and attempt to rescue all their friends in selectable levels... and it sucked ass. It was WAY too difficult, and I could never get very far- one of my bigger frustrations (these were hard to rent- you pretty much had to buy on hype, and I was a huge Marvel fan, so got this without even reading a review, I bet). I did enjoy Aladdin, however- it was very easy, but had good graphics and was fun to play without tearing your hair out.
-Nintendo's Game Boy beat the ever-loving CRAP out of this one to a huge degree, and Sega eventually stopped supporting it as its resources were drawn thin promoting the Sega-CD, 32X and getting ready for the Saturn. It wasn't all bad, however- only Sony's PSP came anywhere near as close to surviving against Nintendo's handheld dominance, and the Game Gear sold 11 million consoles by the time all was said and done. All in all, it lasted five years, too.

THE SEGA-CD (1990 in Japan, 1991 in North America):
-Sega created the second CD add-on for a gaming system (Turbografx-16 had beaten them to the punch) with Japan's Mega-CD, and truth be told, even as a Nintendo loyalist I was impressed with what I'd heard about this system. Boasting the best graphics available on consoles at the time, it also featured Full Motion Video sequences! However, many of these were grainy and put into strange areas. Despite the hype, however, this was considered a bit of a failed system- FMV games were all set to be a huge genre... but people discovered that moving from camera to camera was actually REALLY BORING, and so the genre died almost before it began (but not before changing video games forever with a certain horror-themed release). And there were very, VERY few "Killer Apps" for the system- they had Sonic-CD as their biggest game, but that was about it. For early fans of anime, Lunar was an amazing series, but almost no original games were any good. And the video usually sucked ass, as well.
-What the system had going for it, however, was adaptations of SNES & Genesis games. They had a much-improved version of Eternal Champions, and easily the best conversion of Final Fight (using all three main characters). Jurassic Park CD was a huge Adventure Game that looked really cool. There was also an update of the first two Shining Force games on CD! Versions of Ecco the Dolphin and Earthworm Jim were also available- it was hard to call this a truly BAD system. The issue, however, was that the combined cost of this and the Genesis did not make it a worthwhile purchase. Only 2.2 million units were sold.

NEO*GEO (1990):
-A system that existed only in myth for 99.9% of children, the Neo*Geo Console was basically a version of their Arcade hardware, with a matching pricetag- even the GAMES were a monstrous amount of money; up to $250 on release! As you might imagine, this was just a niche system.

THE PHILIPS CD-i (1991):
-I had no idea that this atrocity came out so early- the Philips CD-i was a weak attempt by the powerful electronics company to get into the console game with a Half-Console/Half-Computer CD-based system. It featured a lot of multimedia-type stuff as well as games (encyclopedias, museum tours and more- basically an early Wikipedia), but the technology was so primitive by that point that it was only full of half-measures. In the seven year run of the system, it sold only one million copies, and lost Philips one billion dollars (holy F*CK). Bizarrely, the system actually managed to license Nintendo's top characters, as the CD-i released the worst Mario and Zelda games in history (with one potty-mouthed reviewer giving a description that the animated sequences looked like a mentally-disabled "child with a helmet full of bees" drew them.
-CD-i was the lowest of the low when I got into video game magazines- while even the 3DO and the Jaguar got SOME props, there were almost never CD-i games up for review.

THE ATARI JAGUAR (1993):
-The infamous Jaguar seemed like a great idea at first- the guys who originated the idea of a super-powerful Video Game Corporation getting back into the game, making up for past failures with a brand-new system with an astonishing SIXTY-FOUR BITS of graphical power! Keep in mind this was the era of the 16-bit Sega Genesis & Super Nintendo- many of the big companies were a year or two away from even releasing THIRTY-TWO bits, much less a full 64. So with bragging ads and a lot of hype, the Atari Jaguar came out in 1993. A pretty good opening price ($250, much lower than other high-tech systems at the time, such as 3DO) and they were set.
-Oh yeah, except you actually need VIDEO GAMES to sell a Video Game Console. And unfortunately, Atari royally bungled the "hunting & gathering" portion of being a freakin' big business, and so the Jaguar was launched with an immense pile of feces for gamers to choose from. Their much-vaunted graphical power often came out disappointing (often not any better than the SNES, which supposedly had a quarter of the Jaguar's graphical power), the system was hard to program for (especially sound-wise), and numerous games actually got recognized as INFAMOUSLY terrible, such as the racing game Club Drive (which my friend- who had a tendency towards dishonesty that led to him inventing a "rich uncle" who owned a Jaguar, which he assured me was excellent- said he'd played and was awesome), and Kasumi Ninja, a low-rent Mortal Kombat rip-off featuring a Scotsman who shot fireballs out of his dick.
-However, it wasn't all bad- Rayman debuted for the system, and was a graphically-impressive Side-Scroller that people actually enjoyed. There was also Aliens (vs) Predator, a First-Person Shooter that got a lot of solid press. Unfortunately, you can't sell a system with just two games. And so the Jaguar was pretty much instantly recognized as a failure in the business. Though Gaming Mags were not known for outright trashing systems (which could probably hurt their advertising, as companies ARE known to threaten reviewers to improve scores), it was easy to tell even as a young kid that the Mags were down on systems like the Jaguar- few games every got reviewed, the systems didn't get hyped, and they didn't get any news focusing on them. Little things like that make it really easy to "read between the lines" and figure out which ones are a good buy, and which ones aren't.
-With a pretty paltry assortment of games to choose from, Atari STILL created a CD add-on. Only fifteen games were ever released for this pricey attachment, and it was so poorly constructed that it's hard to find a working on today (the Angry Video Game Nerd actually took three tries to find a working one).
-The system had a distinct, 17-button D-Pad, and years later it was discovered that Atari's claim of "64-bit" graphics was only possible because of a loophole- it really wasn't a 64-bit system in the way most people would describe it. Always a low seller without a lot of cred, the Jaguar was killed DEAD DEAD DEAD by the arrival of the true Next Generation systems, all of which had far more advanced systems, and bigger game catalogues. It died so horribly that Atari itself ceased to function as a real thing, and it was bought & gutted by Hasbro as a licensing wing for video games.

THE 3DO (1993):
-Another infamous system, the 3DO was actually the creation of Trip Hawkins, the much-hated operator of Electronic Arts, which became primarily known for Sports Games. Trip, who comes off as a real dick in The Console Wars (using a legal loophole to tear apart a Sega Genesis in order to create unlicensed games, he more or less held Sega hostage to get a better publishing deal, lest he start releasing the games without paying the requisite fees), decided to found his own Console company, to get a bigger piece of the pie.
-The 3DO was unique in that it wasn't produced by the company itself- it was licensed out to other manufacturers, meaning you had Panasonic, Goldstar & Sanyo all making their own versions of the system. Oddly, all of them made a system with a SINGLE CONTROLLER PORT- a boner of colossal proportions. Boasting a 32-bit system and actual CDs for games (then a big novelty), the system had pretty good graphics and a TON of hype (Time Magazine called it the "product of the year" for 1994... but unfortunately, this thing was ball-breakingly expensive. And beyond anything gaming had seen before or since- it cost SEVEN-HUNDRED DOLLARS on its release (that's over a thousand in today's money), and didn't boast a library of games anywhere near worth that.
-The system got primarily known for Full-Motion Video games- point-and-click adventures that showed a lot of live-action sequences, most of which were cheap, grainy and awful. As most of these games sucked, so did the system's library- a few exceptions were noted, such as them probably having the definitive version of Street Fighter II- a nearly Arcade Perfect version of Super Street Fighter II Turbo. The system died alongside the Jaguar when the true Next Generation of gaming consoles arrived (a new system, the M2, was planned, but died as VaporWare as nothing materialized)- nowadays, it's just a bit of trivia. The 3DO Company made a go of actually producing games themselves, but they went bankrupt in 2003.

THE SEGA 32X (1994):
-Few consoles are as synonymous with "disaster" as this one was. Sega's 32X was meant to be a "bridge" for fans of the Genesis who weren't quite ready to adopt the Sega Saturn- they could instead buy this cheaper option to "upgrade" the Genesis to a 32-bit system with increased graphical power! This idea is one I could almost see as being created from a good concept ("hey, not everyone can afford our expensive CD-based system, right? And we'll TOTALLY have tons of developers wanting to make games for this one!")... but it was one of the most horrible ideas in gaming history.
-First off... if you create a Next Generation, you need to leap right in. Half-measures are never, ever a good idea. The 32X wasn't even that good graphically- it was still stuck using Sega's weaker color schemes. Game developers were smart enough to see the writing on the wall and jump to the Saturn, ignoring this system entirely, leaving it bereft of good games. In fact, the only games I ever saw were adaptations of Genesis ones- you could basically play Ballz With Slightly Better Graphics, or Mortal Kombat II With Slightly Better Graphics- and these games were often months old; fans would ALREADY have owned copies of them, and so none of these were system sellers! One of the only unique 32X games was Knuckles Chaotix, which is just Sonic with different characters (ie. it doesn't matter). In short, the 32X couldn't even boast Sega-CD level stuff.
-The console only ever released a pathetic forty titles. They included a decent Doom conversion and Star Wars Arcade, but were largely forgettable.
-And really... everyone on both sides of the industry (designers & buyers) knew that there was no way in hell anyone was going to go for this, and that it'd be thrown under the bus as soon as the Saturn arrived. Fans stayed away in droves, and developers didn't waste any time- everyone just waited for the Sega Saturn to come out. The WORST part about the 32X, though? If it'd just lost money, then fine- stuff sometimes loses money. Companies can usually survive that. But what it DID, was give Sega a permanent mark of a big-time failure on its hands- it devalued the very BRAND. It was a big, public, embarrassing failure, and THAT is more costly than mere dollars and cents. Brands can survive a lot, but having a dog-turd like the 32X on its resume will hurt more than anything, because it erodes consumer confidence in the company itself, and you can't merely buy that off.

THE SEGA SATURN (1995):
-One of the most infamous disasters in video game history is the Sega Saturn. The Console Wars, and any general history of this era, comes off as a horror story unveiling in slow motion, especially as a Sega fan. In their desire to capitalize on Nintendo's delayed system releases (the N64 was a mile off), and combat new rival Sony, Sega worked as fast as possible and released their Saturn, the first system in the official "Next Generation" of gaming consoles (so named partially because they were all fully-capable of mass polygon graphics). Unfortunately, they bungled almost every level of the operation.
-First off, the Saturn was apparently a friggin' nightmare to program for. So even SKILLED game designers were left with difficult-to-use "kits", resulting in buggy, weaker games, often inferior to their PlayStation counterparts. Second, the Saturn decided to put many of its eggs in the "2-D Sprites" basket, as opposed to the "3-D Graphics" one. Now, as I'm a nostalgic old coot who is now grumpy and prefers the sprites, this would have been GREAT... but back in the mid 1990s, 3-D Graphics were the New Shit, and sprites were old news. And that wasn't just me- hordes and hordes of gamers found 3-D anything to be amazing, and so the Saturn again looked weaker to its counterparts in the Next Gen wars. Thirdly... Sega rushed out the launch titles like Virtua Fighter, leaving them very buggy and sometimes distorted (guys would have chunks of their bodies disappear; car games had massive "draw in", as the backgrounds would only become visible at close range)... and guess what? Sony's PlayStation had games that DIDN'T have those problems! Fourthly, Sega's launch titles were basically weaker versions of Arcade Games, and Sonic the Hedgehog was nowhere to be found. On a system that badly needed a new Killer App. Then they went and released a version of Sony's Killer App Battle Arena Toshinden... but with worse graphics and controls. Immediately signalling to every gamer out there that Sony had a superior system.
-And perhaps worst of all, Sega made the suicidal move of releasing their system EARLIER than planned, in order to leap over Sony. The problem? They didn't tell most of their RETAILERS this plan, leaving all of them unprepared, and most of them WITHOUT SYSTEMS AT LAUNCH. This successfully pissed off pretty much every one of them (KB Toys was so angry that they dropped the Saturn from their catalog completely), and so they were all poisoned against Sega, and ripe for the picking when Sony came calling. Naturally, The Console Wars goes on an on about how Sega of America was right in protesting this, but Sega of Japan stubbornly refused to listen (the book paints them as jealous of SoA's success, and eager to reassert dominance wherever possible; history makes this claim hard to deny)... and the end result was that Sega had a weaker-seeming, poorly-stocked system with buggy games and worse graphics... while Sony's upcoming PlayStation hit on a huge cultural wave of new gamers, had better graphics, and better games. And then the Nintendo 64 came out about a year later.
-Sadly, the Saturn was a plenty powerful system- its Capcom Fighting Games were the top of the line; better than anyone else's. Unfortunately, THOSE were on the downturn as well, as Fighters had been seriously played out in the early part of the decade's SF/MK wars. Their 2-D games kick the living snot out of Sony's. And with the right development, their 3-D graphics easily matched the PlayStation's. Countless classic games were released on the Saturn, but it was often too little, too late- most of these have gone on to become Cult Classics (Guardian Heroes, Panzer Dragoon, NiGHTS Into Draems). Sega was punished severely by the gaming community for their failures, and pretty soon Nintendo and Sony were gobbling up all of the franchises and unique games. The system sold only 11 million units worldwide, and Sega lost *$270 million* on the thing as a whole. Sega's downfall, having started with the disastrous 32X, had begun in earnest.

THE SONY PLAYSTATION (1995):
-It seemed like an odd decision for a non-console company to suddenly decide to compete with the two giants of the industry, especially on the heels of the ultra-heated Console Wars. The history behind the PlayStation is extremely fascinating, too, and too complicated to explain properly here. Essentially, Sony had been planning a CD-based system/add-on with Nintendo for years, but sudden cold feet (and a desire to screw with a potential rival and established company- a dick-measuring contest, essentially), Nintendo went behind Sony's back and dumped them for Philips (creating nothing of note), pissing Sony off. Sony then offered themselves to Sega, who ALSO turned them down. So Sony simply settled down, built a team (including Olaf Olaffson, a Mystery Writer & coldly intelligent man; and Steve Race, a former Sega employee with some controversial statements to make about Japanese companies: "To move up in Sony, you need to either get into, or come out of, a Japanese vagina")... and commenced to whup some ass.
-It was really a perfect storm- Sony built a powerful, effective system, and marketed it much better than the Saturn. For months, the buffetted Video Game Magazines with free copies of stuff, getting tons of hype. Their ad campaign became iconic ("URNOTE" went many ads, which was code for "YOU ARE NOT READY"), Battle Arena Toshinden became an immediate Killer App (it was the first TRULY 3-D fighter, and was considered flawless at the time, which sounds humorous today as the series fell apart), Tekken was close behind (essentially a more bad-ass Virtua Fighter, and then they started scoring coup after coup, having courted some of the best companies around. They build mascots that included Crash Bandicoot, Lara Croft and more, and then grabbed SQUARESOFT from Nintendo, creating Final Fantasy VII, one of the great paradigm shifts in gaming.
-And then Sony took a note from Sega (fittingly, as Steve Race had learned while working there), tearing into their rivals in a series of ads that taunted "Sega & Nintendo Executives" at their homes over how shitty their systems were. The ads were funny, nasty, and hyped the PlayStation PERFECTLY. The push for the PS-X (as it was often called in the early days) was so epic that I, a Nintendo Fanboy through and through, who was eagerly waiting for Donkey Kong Country and Killer Instinct, immediately switched loyalties to Sony and started doing that "Subtle Kid Thing" where all I talked about to my parents was how awesome the PlayStation was going to be (KIDS ARE SO SUBTLE YOU GUYS).
-Sure enough, I got the system, and loved it. Even the terrible games were awesome and state of the art for the time. I got the launch titles like Toshinden and Destruction Derby (which was AWFUL in retrospect, but seemed awesome at the time), and played the hell out of the brilliant "Launch CD" that let you play practise rounds of many games. Sony had basically taken the credibility of Nintendo and combined it with the bad-ass appeal of Sega, creating a perfect storm.
-And after this amazing launch, the second generation of games was even better! This created stuff like Twisted Metal 2, Toshinden 2 and Tekken 2, all of which were way better than their predecessors. And then I became obsessed with the amazing graphics and story of Final Fantasy VII, and stuff like Resident Evil came out as exclusives, too. Game after game after game came out, and so many were good- Nintendo made a good go of it, but by this point I was now a Sony loyalist. Sony had arrived, and dominated the Video Game Wars for two generations of systems.

THE NINTENDO 64 (1996):
-Nintendo's entry to the Next Generation of consoles was initially called the Ultra 64, but changed its name after some point- too bad, because you could have called every game Ultra _____, like the SNES generation did with Super ______. It came out a year after its rivals had gained footholds, which was risky, but then... Nintendo were pros. HOWEVER, Nintendo also made a series of mistakes. Chief among them was sticking with a cartridge-based system over CDs, creating memory issues despite their superior 64-bit graphics. This cost them SquareSoft at the height of their power, and helped Sony attain market dominance. That said, Nintendo did better than Sega- they wisely launched with their mascot, as Mario 64 changed video gaming forever (giving us a new Most-Copied Genre, replacing Fighting Games & 2-D Plaformers), and stuff like Wave Race and Killer Instinct also did well. They were REALLY SLOW to release games at first, but eventually they had a murderer's row of great stuff, with GoldenEye 007 becoming THE game to play with friends, and WCW/nWo Revenge became an all-time classic wrestling game. Then they came out with another Zelda game, and more.
-Though the N64 was successful, it trailed heavily behind Sony's PlayStation, owing to its more numerous games, cheaper software prices, and more. Sony had also become the "New Sega", while Nintendo struggled with a kiddier image thanks to the bright colors and cartoony graphics the system usually had. Nintendo learned the lesson well enough to switch to CDs the next time around. Notably, this was the first generation of games where my family owned TWO systems- we bought an N64 about a year after its release, playing some of the games at home. However, most of my memories of the system were going over to my friend Jordan's house and playing multiplayer GoldenEye & Revenge- those games were AMAZING. Though Jordan was so lazy and slack-ass at that point that he never even successfully graduated High School... so there's a cost :).

That Weird Period Between the Next Generation and the NEXT Next Generation:

THE VIRTUAL BOY (1995):
-This much-maligned system is easily the game system most-synonymous with failure in gaming history. Yes, even more than the 32X. The Virtual Boy was created by Gunpei Yokoi, the genius behind the Game Boy & Metroid, and was hyped as the first "True 3-D" console, and the first step into what people had been dreaming of since the 1970s- VIRTUAL REALITY. Unfortunately, as is so often the case, this great leap forward in technology ended up coming out of the gate half-gimped and unusable.

-The reasons for its failure are numerous, and would take longer to type than a list of the system's GAME LIBRARY would. First off, it was a WEARABLE system that was cumbersome and heavy, meaning that it actually caused physical pain. It also caused eye-strain, resulting in you playing less. Like I said, there were no games. Oh, and the "3-D" was in black & red. And your friends couldn't watch you play it, making it an entirely solitary exercise.

-The system was an unmitigated failure, got poorly reviewed (some games got OKAY reviews, but something like this really needed a Killer App), sold almost nothing, and Nintendo famously axed it after only a few months on the market. It was so bad that the entire game industry basically jumped away from VR technology for TWENTY YEARS, only now experimenting with it again. The guy who created it actually intended to RETIRE after it came out, but decided to stick around because he didn't want it to look like he was fired for its failure. Unfortunately, he died in a car accident shortly after leaving and forming his own company, and now he's honestly more famous for THIS dung-heap than his good works.

THE SEGA DREAMCAST (1998 in Japan, 1999 in the West):
-This one marks a truly sad moment for Sega fans, for it's the one where Sega finally threw in the towel on making consoles. What's sad is that this system was GOOD. And it was much earlier than the other "Sixth Generation" consoles after it- the PS2 came out in 2000. There were various Killer Apps, including a "Better Than Arcade Perfect" version of Soul Calibur, which is considered to be the final nail in the coffin of Arcades in the U.S.- "Arcade Perfect" had been an unreachable, mythic level of perfection that every console dreamed of achieving... and the day they finally did it, the already-dwindling Arcade scene was now permanently obsolete.

-Like a lot of failures, the Dreamcast was ahead of its time- it had online stuff, and a fancy controller that could link up various stuff to the system. Unfortunately, it had a lot going against it- the PlayStation and N64 were still wildly-popular. EA walked away from Sega after years of being best pals due to Sega not being willing to give them the same deal they'd enjoyed before. And while the system came out early... Sony had wisely built up an insane Hype Machine for the upcoming PlayStation 2, convincing excited gamers to wait for THEIR system's launch instead. The PS2 would also become the biggest seller basically ever, further crushing Sega. Despite the fans' desperation, the Sonic games the system released weren't great. And then you had a focus on advertising to "Hardcore Gamers" (a niche audience, especially at that point) instead of mainstream, casual players. And finally... Sega had kind of burned people. The Sega-CD was a bit of a disappointment, but was forgiven because it reached for the heavens and came up short... but the 32X? That hurt the Sega BRAND. And then following up with a bungled Saturn launch, no Sonic games, and the quick dropping of that system? Gamers no longer trusted Sega at their word to make the "best system", and that's pretty much murder in an industry where you were expecting people to part with upwards of 300-500 bucks for a new console.

-With falling sales and the company losing money, Sega threw in the towel only a year after the American release, giving up the ghost and restructuring themselves as merely a software designer- the great legacy of Nintendo's once-great enemy had spiraled into them now actually making PRODUCT for their old rivals! HOWEVER, the story isn't entirely sad. Though Sega lost the farm on this one, the Dreamcast has been rendered a bit of a "Lost Classic" and is now considered to be highly-underrated. Games like Shenmue (a ridiculously-involved "Sim-Life" kind of game that also involved punching) had some artistic cred (though were notorious for various issues, like being boring, focusing too much on cutscenes, and having little difficulty). The system's library is considered to be phenomenal, but the small install-base of the console meant that it couldn't make money. It's been treated better in death than it ever was in life.

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* The NEXT Next Generation was quite interesting, and set the industry standard for the next two decades: the Big Two had given way to the Big Three... but then Sega dropped out of the race, and MICROSOFT of all people replaced them! This is also the first generation since the '80s where I never owned one of the Big Consoles- I'd moved out to college after a point, and instead played on my friend's PS2, or my brother's when I went home. I never ended up buying another Console, and eventually just fell out of video gaming altogether.

THE SONY PLAYSTATION 2 (2000):
-The best-selling console in the history of video gaming, you might say that the PS2 was a success. Coming hot on the heels of Sony revolutionizing the Console Wars, it consolidated their power thanks to a combination of factors: Sega had dropped out of the race, Nintendo utterly shit the bed with their contribution, and Microsoft was a newcomer to the game. The PS2 was backwards compatible with the first PlayStation, continued all of the popular game series, improved everything about its predecessor, and put the final nail in Sega's coffin- the mere ANNOUNCEMENT of the PS2 essentially killed the Dreamcast!

THE NINTENDO GAMECUBE (2001):
-Unquestionably one of Nintendo's great disasters- this one could have ruined the entire company. Though initially highly-touted, the system eventually drew criticism for weak games, a "toy-like" feel, and more- not only did it fail before Sony's PS2 (to the tune of 150 million to 22 million in sales), but it sold less than the newcomer XBOX!! My biggest memory of this console (Nintendo's first venture into CDs) was my roommate owning one, promising to play it... and it eventually sitting there for so long that it developed a thick coat of dust!

THE XBOX (2001):
-Another one of the true "Game Changers" in the industry, the Xbox proved a lot of things. One, it was the first console by an American company since the failure of the Atari Jaguar in the early '90s- this was something that was almost thought of as impossible to succeed... and they did it! Two, it proved that Microsoft had given up on trying to kill consoles- Bill Gates once bragged in an issue of Game Players that PC would soon wipe them out... and instead they decided on a literal "If you can't beat 'em- Join 'em!" campaign! Three, it proved the purpose of a great launch game- other systems stumbled out with weaker options, but Microsoft put all of their eggs into Halo, pushing the FPS game as the dawn of a new era. And HOO BOY did it work- people were and are OBSESSED with this series! Never before has a launch game meant so much to a system- almost all of the Xbox's success goes back to this thing.
-And finally, it also showed the continued difference between American & Japanese video gaming, and was a sign of the future- Japan is pretty famously "Japan-centric" in thought, rejecting foreign things and always hyping the Japanese instead. As such, the "in your FACE" American nature of the Xbox (the system was monstrously black & green, packing controllers so large you could use them to bludgeon adult men to death) led to it being a slow-seller over there... while its success in North America forged it ahead anyways (it came out slightly ahead of Nintendo's GameCube). In essence, the Xbox proved something that's been irking Japanese game developers for years- that Japanese gaming was slowly falling behind and even getting REPLACED by Western concepts! A continued element of static culture (Japan is currently undergoing a bit of a crisis, as it's culture is unchanging in almost all aspects, while the rest of the world evolves) is only further fuel to the fire.

THE GAME BOY ADVANCE (2001):
-The successor to the wildly-popular Gameboy, the "GBA" was another major smash in an era where Nintendo desperately needed one (especially once they added an internal backlight). With lots of sequels to Game Boy games, as well as some SNES-level classics (it was about as powerful as the SNES was, despite its size), it had enough good games that it was the last console I ever bought- games like Fire Emblem and a remake of the Genesis game Shining Force kept me busy a LOT in High School. Eventually, however, Nintendo's last 2-D system was dropped in favor of the 3-D Nintendo DS, which became Nintendo's new primary handhelf console.

The Next Generation of Handhelds:
* Still-dominant Nintendo has to deal with a NEW contender.

THE NINTENDO DS (2004):
-Nintendo, bruised and battered from suddenly being the #3 Console Maker in the world following the one-two punch of the PS2 & Xbox, decided to go back to their most dominant category, the Handhelds, to make some cred back. Especially since Sony was gearing up for their PSP that same year. Named the "Developer's System" as a corporate nickname, but sticking with "DS" after the press assumed it meant "Dual Screen", the system was a game-changer owing to the addition of a second screen below the first, which was like a "Menu Select" and some other stuff. This was also a deliberate attempt to NOT go for the "Hardcore Gamer" target base that was growing in the video game industry, and instead court "Casual Gamers" with more intuitive, simpler games that used Carts due to cheaper set-ups and less load times. But of course, not being stupid, they put a lot of their big franchises on the system as well. And it worked- the DS was a monster smash hit (to the tune of being the best-selling handheld system of all time, greater than even the omnipresent Game Boy, and only JUST below the PS2- the best-selling console in history), and kept Nintendo flying high until the Wii came out two years later.

THE SONY PLAYSTATION PORTABLE (2004):
-That sweet, succulent "Handheld Money" has always been a temptation for video game companies, no matter how bad Nintendo's stranglehold on the industry gets. The Game Gear made a go of it, as did other pretenders, but none came quite as close to meeting the challenge as the PSP. A pretty powerful CD-based system, the PSP was riding on the success of two huge Sony home consoles, and sold about 70% as well as the original PlayStation, making it a huge moneymaking success... except Nintendo still effortlessly crushed them with the Nintendo DS. The fact that it had load times, and a battery-killing tendency near the Game Gear's level didn't help. It also lacked Killer Apps compared to the DS and its roster of New Super Mario Bros. and Nintendogs.

The Post-2000 Generation:
* This generation of consoles lasted a crazy eight years- though jokes abound over how quickly consoles are made redundant (though nowhere near as bad as PC stuff), the generations have now gotten longer, to the point where eight years separated the Xbox 360 & Xbox One.

THE XBOX 360 (2005):
-Curiously, the last console of the previous generation was the first one to get a replacement, as the Xbox 360 came out only four years after the introduction of the original Microsoft system. They meant to get the jump on Nintendo & Sony... and man, did that work. Rather than shitting the bed the way Sega's Saturn did (despite the highly-publicized "Red Rings of Death" that killed numerous early editions), the Xbox was smartly labeled as a pro gamer's machine, released Killer Apps by way of the Halo series, and actually managed to OUTSELL the newcoming PS3! In a bit of a shock, Sony's system fell behind, while NINTENDO came roaring out of nowhere with the game-changing Wii, at which point Microsoft was now chasing a stronger competitor again, but a different one than the last generation! Life is weird.

THE SONY PLAYSTATION 3 (2006):
-To the shock of everyone, Sony spent this generation as the #3 console developer, after leading by a huge margin for years! Talk about a changeover- company loyalty to one's favorite console was good and dead now that gamers had their own purchasing power (everyone I knew by this point had more than one system at home, making Console Wars a thing of the past for gamers). This system provided many people with their first Blu-Ray Player, though this turned out to be a bit of a hindrance, as the economic slowdown, and a very, VERY pronounced backlash among people who were pretty pissed off to be expected to buy a NEW method of watching movies, since the old one was still perfectly-fine, caused a dramatic slowdown in Blu-Ray DVD sales (who was gonna buy a Flatscreen with the economy in the dumps?). So while Sony's decision pretty much killed HD DVD as a format (remember when there was a big decision there? I looked down on anyone who pledged allegiance to one or the other before the victor was decided- think of all the money that'd be thrown away!), it hurt them overall.
-Sony also suffered from trying to make a "Supercomputer", which was a bit laughable (you could only do it with multiple systems connected together, which wasn't exactly affordable). Sony also made numerous mistakes, such as making the system borderline "360 Expensive" at first, and STILL selling them at a loss! AND they made the system difficult to program for! The very weakness that had helped cripple Sega a decade before! Then they came off as arrogant in the marketing, turning off people by acting like the Triumphant Heroes Of Gaming returned. Oh, and then the Nintendo Wii came out that same year and f*cking murdered absolutely everyone in the console market. So basically, this was a bad several years for Sony, who took two years to even turn a PROFIT on the thing.

THE NINTENDO WII (2006):
-Nintendo started 2006 as a bruised, battered champion. Their N64 was a distant second to the PlayStation, and then they were horrified to become #3 at the hands of Sony and Microsoft with the next generation. The GameCube being declared a failure, Nintendo decided to throw caution to the wind and risk everything on a completely new kind of gaming- using a weird remote-thingie, unashamedly "kiddie" games, worse graphics than either of their rivals, and a focus on mainstream acceptance from "Non-Gamers" with simple games that didn't take months to master and a second job to complete, they unexpectedly crushed all opposition and took back their crown as Kings Of Gaming.
-A testament to the Wii's success was how rapidly everyone began ripping them off- the Wiimote was soon copied by both of Nintendo's rivals, who had previously mocked it! Oh, and then they kept on releasing updates of all of their beloved classics, while Xbox & Sony were still copying each other's libraries, as the whole concept of "Exclusives" now existed almost entirely for Nintendo. Nintendo would come out with the sequel, the WiiU, six years later... and somehow f*ck it all up again.

THE PERSONAL COMPUTER- BASTION OF SOULLESS SCUM:
-The notion of PC Gaming has been around for years, and generally the "jumps" are much less pronounced than in consoles, as computers are updated constantly, have variable parts, and have multiple manufacturers, rather than the limited number of Console producers. The funny thing is, the concepts of PC Gaming have changed a lot- back when I was a kid, most PC games were Leisure Suit Larry "Point & Click" adventure/clue/strategy games, while the Action games were rather primitive and simplistic, owing to keyboard-style gaming.

-Changes started happening when stuff like Doom became huge. Here, the superior graphical & memory power of a computer won out to create hyper-futuristic gaming experiences that even the Arcades couldn't match. And the huge keyboards, a hindrance to Platformers, became a boon in multi-weapon or option gaming. Then as Strategy Games like Command & Conquer or Warcraft became huge, things shifted AGAIN. There was now a lot of stuff that PCs could do, that Consoles outright couldn't.

-So why the divide? Well, let me tell you a tale: a tale of how my family bought a computer off of a friend of my dad's at work, and proceeded to buy a copy of the much-ballyhooed Doom. Excited to finally play this hyper-violent game, I anxiously awaited the installation... and it didn't happen. So my dad called his friend, who came over and worked on the computer. And worked on it. And worked on it. And worked on it some more. After about 2-4 hours of work, he came up and said "Your computer can't run Doom." Compare this experience, not unsual on a PC, to that of the Super Nintendo. Guess how I get my SNES cartridge to work on my SNES? I PLUG IT INTO MY SYSTEM AND IT AUTOMATICALLY WORKS.

-The creator of Earthworm Jim mentioned in an interview that (paraphrasing) "As long as a PC owner has to get on his hands and knees and fix & attach stuff to his system, the Consoles will have a place". In short: PCs were great... if you spent the money to stay at the top of the line, and were an expert at using them. Hell, I had a brand new computer when I played City of Heroes, and my brand-new graphics card STILL required me to "tone down" the graphical effects, because all of the flowing trees made me suffer massive lag-time. I also bought that and City of Villains, installing both only to discover that this double-charged me, and I had to go contact their Help Department to figure that snafu out. Oh, and on the PCs, every game is released in a deliberately "Beta" format, so they can pump in updates and enhancements later- you're not actually getting a completed game when you plug in your purchase! In short: PCs suck.

-But of course this kind of thing causes wars between gamers to develop, as PC users were seen as smug, elitist nerds, while Console users were seen as clueless, backwards... also nerds. My main issue nowadays (as I am less incompetent at using computers) is that most PC-specific games are in genres I hate. First-Person Shooters? As I said before, I hate the genre. Massive Multiplayer Online RPGS? OH GOD NO- City of Heroes could not have possibly appealed to me more on a thematic level, and that game was hot garbage. Just never-ending warehouses, repeated missions, boring-ass enemies, mindless Level Grinding (by far my least attribute of any game ever- it definitely keeps me from most RPGs), and more- the day I realized that the final "Troll" mission was being kept from me because I couldn't gather a group large enough for the mission and I couldn't find the guy who'd once GIVEN me the mission... I was done. World of Warcraft was more well-designed, but also complete garbage- the same never-ending quests, Level Grinding, and a need for you to essentially waste 2-4 hours PER FREAKING DAY just to keep up with your friends if they had tons of free time, etc. As I also have no real love for the "Point & Click" Adventure genre, or the Starcraft "Build Stuff" genre, there was nothing for me with PCs. They could KEEP the better graphics- gaming had to be about more than that anyhow.

-Unfortunately, as time has gone on, Consoles have instead adopted all of PC Gaming's worst habits. Endless, long-form games. More traveling/scoping things out/treasure-hunting, and less action. A master-level obsession was needed for many games, and many treated themselves more like a second job than a way to have fun. "Obvious Beta" releases? YOU BETCHA- just ask people who bought Street Fighter V, or Killer Instinct on the Xbox One, who have diminished rosters that will get updated "later". That kind of thing pretty much took me away from gaming entirely, and is part of why I no longer play.




PS 4
X-Box One
WiiU
3DS
Neo Geo CD





THE NINTENDO WII U (2012):
-The successor to the wildly-popular Wii is a curious case of how fads work, and the greater gaming industry as well. See, the Wii, while an enormous success, was VERY much based on a fad- the whole "Wiimote" thing, WiiFit, and what-not were big selling points, and the system was devoted to casual gamers. This was great, in an industry that was increasingly focused on hardcore gaming folks... but casual gamers are also much less likely to spend tons of money on the NEXT big system or feature any kind of brand loyalty- that's where the hardcore types make console-makers money. So what we had was the Wii U... a barely-popular system that got a one-year head-start on its rivals at Sony & Microsoft, but still ended up a distant #2, only outselling the XBox One. Its first year of sales were practically a DISASTER, too, as a weak line-up of games (HOW DOES NINTENDO MAKE THAT MISTAKE AGAIN!?!?) and poor marketing (apparently casual gamers thought that the console was just an upgraded Wii, not a brand-new system- the awful name didn't help in this regard) wrecked them.
-Nintendo eventually bounced back with a price cut, and eventually the good sequels started coming out. In the end, it did okay... just way below the PS4 (which outsold it four to one).

THE XBOX ONE (2013):
-Annoyingly called the XBox One, despite clearing being the THIRD console Microsoft has made, it came out pretty much at the same time Sony's PS4 did, but was a bit underpowered. Granted, this means nothing in an era where the Wii destroyed the PS3 & Xbox 360, but as the XBox & PS take up pretty much the same niche, it was a bit of a bragging rights thing. There were also some issues with the system needing daily updates from Microsoft to work right. In the end, it's been the weakest of its generation, being slightly below the Wii U.

THE SONY PLAYSTATION 4 (2013):
-Sony's most-recent console reversed their misfortunes in the last one (which saw the PS3 fall to #3, after dominating for two generations straight!). Boasting such titles as Some Game, Some Other Game, and What Do I Know- I Don't Own Any Modern Systems, the PS4 also received several overhauls in PS tech. It not only reversed their fortunes, but became the fastest-selling console of all time!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Twisted Metal Builds

Post by Jabroniville »

TWISTED METAL:
Game Type: Vehicle-Based Deathmatch
Release Date: 1995
Developer: SingleTrac

-Twisted Metal is a game where you play a series of diverse vehicles (a dune buggy, a race car, a humvee, an ice cream truck) in a demolition derby. But instead of simply running into each other, you can run into each other, throw each other off of skyscrapers, shoot missiles, leave landmines, freeze your rivals, shoot machine guns, or use a variety of super-powers. Your riders include a pair of party animals, a clown who is also a murderer, a hobo, Death and Satan himself. You then go about demolishing the Eiffel Tower, New York skyscrapers, Holland's tulip fields and windmills, and the streets of Hong Kong. Your goal is to kill everyone else around you, before making one wish from the Demonically-powered Calypso, who will inevitably screw you over with a "Monkey's Paw" wish that turns out to be an Ironic Punishment.
-That is, quite simply, the greatest concept for a video game of ALL TIME.
-The first Twisted Metal game was an immediate smash, and produced an even-better sequel, which my brother and I played ENDLESSLY. You can drive off of stuff (the skyscraper level is AMAZING for this), wreck national monuments, and more. Oh, and there are civilians (in typically-horrible Next-Generation "Flat Background Objects" graphics), and you can both shoot them or run them over, with huge gouts of blood resulting. It's just plain, simple, dumb fun. If there's a game I played as much as GoldenEye or WCW/nWo Revenge, it is Twisted Metal 2.
-I only played Twisted Metal III, a bit at a friend's house- I'd since moved away to college, and didn't bring my PlayStation with me. There were numerous other games in the series as well, but they don't seem to have done as well, or become as iconic. Turns out they were made by a different company (989 Studios). SingleTrac (now called Incognito, Inc.) took back over for Twisted Metal Black after TM 3 & 4, and it was considered much "Darker and Edgier". A PSP game also came out, but the most-recent title was a 2012 revamp.


YELLOW JACKET- Checker Marathon Taxi Cab
Role: The Ryu- Average Guy
Driver: Charlie Kane, looking to find out about his son, who disappeared 20 years ago (note: Sweet Tooth is driven by a "Needles" Kane... and one game says that the two are one and the same).

Baseline Stats: Large Size, Strength 6, Defense 10, Toughness 10 (18)
Movement: Speed 6 (120 mph) (6)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- Molotov Cocktails" Blast 10 (Extras: Secondary Effect) (Flaws: Requires Rare Power-Ups) (20) -- (27)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 18 / Movement: 6 / Features: 2 / Weapons: 27 (52 Equipment Points)

-Yellow Jacket was in the first game, but skipped the second and third. It appears in Twisted Metal Black and TM: Lost, with Kane having died.

OUTLAW- Ford Fairmont Police Cruiser
Role: Renegade Cop
Driver: Sgt. Carl Roberts, who wishes to end Twisted Metal once and for all.

Baseline Stats: Large Size, Strength 6, Defense 8, Toughness 12 (18)
Movement: Speed 6 (120 mph) (6)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Omni-Directional Taser" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to One Target, Requires Rare Power-Ups) (5)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 18 / Movement: 6 / Features: 2 / Weapons: 26 (52 Equipment Points)

-An often-seen cop car. Outlaw 2 is in the sequels, a Lancia Montecarlo this time, driven by Capt. Jamie Roberts. It's a sturdy vehicle, with a powerful close-range weapon that can hit anyone without aiming (but only one at a time).

THUMPER- 1963 Chevrolet Impala "Low Rider"
Role: Gangster Gone Good
Driver: Bruce Cochrane, with one last shot at taking his neighborhood out of the war zone.

Baseline Stats: Large Size, Strength 6, Defense 8, Toughness 12 (18)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- Scorcher Column of Flame" Damage 12 (Extras: Area- 30ft. Line, Secondary Effect 8) (Flaws: Requires Rare Power-Ups) (20) -- (27)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 18 / Movement: 7 / Features: 2 / Weapons: 27 (54 Equipment Points)

-Thumper appears in many games, always as a pimped-up low rider. His special is an EXTREMELY dangerous column of flame, but like most powerful weapons, it carries a fatal flaw- you have to be so close to the enemy that you're basically 100% vulnerable (never mind that the levels are HUGE and enemies can be anywhere and rarely pile up that close together).

CRIMSON FURY- 1993 Lamborghini Diablo
Role: Superfast Secret Agent
Driver: Agent Stone, a James Bond-like character hired by an underground freedom organization, who wants to find an object that can liberate the world.

Baseline Stats: Large Size, Strength 5, Defense 14, Toughness 6 (17)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Laser" Blast 8 (Flaws: Requires Rare Power-Ups) (8)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 17 / Movement: 7 / Features: 2 / Weapons: 26 (51 Equipment Points)

-Shows up in the first game, then some later ones. Crimson Fury specializes in super-fast driving and ultra-sharp turns, but sacrifices a lot of durability and a good weapon (his Laser is notably worse than the Missiles).

PIT VIPER- Dune Buggy
Role: Greedy Wild-Child
Driver: Angela Fortin, who only wants a $1 million prize. In actuality, she's an assassin paid by the people of LA to assassinate Calypso.

Baseline Stats: Large Size, Strength 4, Defense 8, Toughness 8 (12)
Movement: Speed 6 (120 mph) (6)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- Acid Slime" Blast 12 (Extras: Secondary Effect 10) (Flaws: Requires Rare Power-Ups) (22) -- (29)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 12 / Movement: 6 / Features: 2 / Weapons: 29 (49 Equipment Points)

-The only vehicle from the first game not to appear in any others, though similar vehicles do show up. It's a well-balanced vehicle comparing Speed with Toughness, but the handling is garbage.

SPECTRE- Chevrolet Corvette C2
Role: Ghostly Warrior
Driver: Scott Campbell, a restless ghost who wishes to be made whole again.

Baseline Stats: Large Size, Strength 5, Defense 14, Toughness 6 (17)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- Phantom Missile" Damage 12 (Extras: Area- 250ft. Burst +4) (Flaws: Limited to One Target, Requires Rare Power-Ups) (36) -- (43)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 17 / Movement: 7 / Features: 2 / Weapons: 43 (69 Equipment Points)

-Like Crimson Fury, Spectre is a vulnerable, ultra-fast vehicle. His Special Weapon is amazing, however- a high-powered (+12!) Homing Missile that will actually track a target through floors, walls and other obstacles!! This horrifying ability is actually an Area Damage Effect, not a Blast, since A) he doesn't really have to aim, and B) there's not many mechanics for "passes through cover with no effect". Spectre appears in all but two games, but features a different driver every time.

ROADKILL- 1976 Pontiac LeMans
Role: Generic Guy
Driver: Captain Spears, a man filled with regret, who wants to recreate the past. Unfortunately, when he goes back in time to save his platoon... they and he are all killed.

Baseline Stats: Large Size, Strength 6, Defense 8, Toughness 12 (18)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Steel Dagger" Blast 10 (Feats: Homing, Ricochet 2) (Flaws: Requires Rare Power-Ups) (13)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 18 / Movement: 7 / Features: 2 / Weapons: 26 (53 Equipment Points)

-Roadkill features in all but two games, always appearing as a junker of a wreck (usually in a muscle or Pony car).

GRASSHOPPER- Dune Buggy
Role: Wild-Child
Driver: Krista Sparks, a bubblegum-popping Tank Girl lookalike.

Baseline Stats: Large Size, Strength 4, Defense 14, Toughness 6 (16)
Movement: Speed 6 (120 mph) (6)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Body Slam" Damage 8 Linked to Leaping 3 (Flaws: Requires Rare Power-Ups, Side-Effect 4 in Close Quarters) (5)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 16 / Movement: 6 / Features: 2 / Weapons: 26 (50 Equipment Points)

-Krista appears in the sequel, and one other game- in that one, she's a ghost (I take it to mean she didn't win the second fight). She was revealed to have been the daughter of Calypso, attempting to save him from darkness. I found her pretty hard to use properly, as she was vulnerable to damage, and her Special often caused HERSELF trouble, as she'd hammer into ceilings or obstacles, and damage herself alongside her opponents!

TWISTER- Race Car Formula Indy
Role: Fragile Speedster
Driver: Amanda Watts, a dumb girl who wants the ultimate thrill ride.

Baseline Stats: Large Size, Strength 3, Defense 14, Toughness 6 (15)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Tornado Spin" Damage 12 (Extras: Area- 60ft. Cylinder +2) (Flaws: Distracting, Requires Rare Power-Ups) (12)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 15 / Movement: 7 / Features: 2 / Weapons: 26 (50 Equipment Points)

-Twister is another Fragile Speedster character in Twisted Metal 2, and is notable for her horrible Special, which causes her and a horde of other cars to be lifted into the air, where they slam into things repeatedly. This requires you to basically go flying, which can put you just about anywhere (ie. don't do it next to anything you can't afford to fall off of), AND it leaves you totally vulnerable to the attacks of other enemies.

AXEL- Guy Trapped Between Two Giant Wheels
Role: Odd Vehicle
Driver: Axel, a man trapped in a machine by his own father, whom he seeks to confront.

Baseline Stats: Large Size, Strength 3, Defense 10, Toughness 10 (15)
Movement: Speed 5 (60 mph) (5)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Supernova Shockwave" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Requires Rare Power-Ups) (10)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 15 / Movement: 5 / Features: 2 / Weapons: 26 (50 Equipment Points)

-Axel is the most ridiculous character of Twisted Metal 2, but maybe the most distinctive. He's a bald black guy whose arms have been permanently trapped between two giant wheels by someone (who turns out ot be his own father)! This leaves him one of the few guys worse off than Barrage of the Dark Riders, or Razor-Fist. Not only that, but his very presence kind of renders the proportions of the game all wonky- see, the game features a lot of pedestrians you can indiscriminantly kill, right? But they're all depicted at a certain height, much smaller than that of the vehicles. And so Axel, who is a NORMAL HUMAN BEING, looks bizarre when standing next to one of these pedestrians as he's clearly two or three times taller than they are, as his character needs to be highly-visible on-screen!

SHADOW- 1959 Cadillac Miller-Meteor Funeral Coach
Role: Creepy Driver
Driver: Shadow carries a soul in his hearse that wants Calypso dead.

Baseline Stats: Huge Size, Strength 6, Defense 10, Toughness 8 (13)
Movement: Speed 6 (120 mph) (6)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- Soul Shadow" Blast 12 (Extras: Area- 30ft. Burst) (Flaws: Requires Rare Power-Ups) (24) -- (31)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 13 / Movement: 6 / Features: 2 / Weapons: 31 (52 Equipment Points)

-Shadow is a hearse that features one of the cooler, though hard-to-aim attacks around- the "Soul Shadow" projects along the ground, and you can set it off at any point in its run. The problem being, you actually have to TIME it right, lest the enemy just drive right over top of it, or you miss entirely. Hell, you can even drive into it YOURSELF!

WARTHOG- AM General HMMWV Humvee
Role: Old Warhorse
Driver: Commander Mason, who wants an item so powerful that it could destroy the world.

Baseline Stats: Huge Size, Strength 8, Defense 8, Toughness 12 (17)
Movement: Speed 5 (60 mph) (5)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- XQJ-37 Hornets" Blast 12 (Feats: Homing 2, Accurate, Ricochet 2) (Extras: Multiattack) (Flaws: Requires Rare Power-Ups) (29) -- (36)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 17 / Movement: 5 / Features: 2 / Weapons: 36 (60 Equipment Points)

-Warthog is one of my favorites to use, mainly because what he sacrifices in speed & handling, he more than makes up for in toughness and FIREPOWER- his Special is essentially an upgraded Homing Missile, and his defenses mean that your survivability in a free-for-all will nearly always be top-tier. The speedsters are hard to hit, sure- but the game's Homing Missiles & Area Attacks, plus the sheer number of guys attacking you, make you extremely vulnerable. Warthog appears in every game of the series.

MR. SLAM- Caterpillar 950 Front Loader
Role: Insane Architect
Driver: Simon Whittlebone, who was fired from his firm. He seeks to build the "grandest structure of all time", capable of reaching the gates of Heaven. Naturally, he falls to his death immediatley.

Baseline Stats: Huge Size, Strength 9, Defense 6, Toughness 12 (16)
Movement: Speed 5 (60 mph) (5)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Grab & Slam" Damage 12 (Extras: Multiattack) (Flaws: Requires Rare Power-Ups) (12)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 16 / Movement: 5 / Features: 2 / Weapons: 26 (49 Equipment Points)

-Mr. Slam is one of the harder guys to use in the game- his "Grab & Slam" Special means that you have to basically be humping a guy to use it right, and you don't get the option of automatically aiming. You have to actually GRAB him, and given your slow speed, and the high defenses of others, that's easier said than done.

HAMMERHEAD- Ford F-Series Monster Truck
Role: Those Two Guys, Powerhouse, Rammer
Driver: Dave & Mike, who just "want to fly". In their hilarious ending, they high five and drive straight off the edge of a cliff... at which point Calypso walks in with their plane tickets, dumbfounded.

Baseline Stats: Gargantuan Size, Strength 12, Defense 8, Toughness 12 (23)
Movement: Speed 5 (60 mph) (5)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Overrun" Damage 14 (Extras: Area- 30ft. Line) (Flaws: Requires Rare Power-Ups) (14)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 23 / Movement: 5 / Features: 2 / Weapons: 26 (54 Equipment Points)

-Hammerhead (awesomely, a MONSTER TRUCK) is usually driven by a different pair of lunkheads in each game. He's one of the more fun characters to play, as his special involves simple RAMMING everything that moves. Hell, the thing even activates itself as soon as you drive towards someone (provided you have the Specials remaining). The fact that it's one of the most devastating attacks in the game is just icing on the cake. However, the down side is that you're very vulnerable to counter-attacks, and you have to basically be on the same line of field as every target, or you're gonna either miss, or get shot up. All but two of the games feature a Hammerhead.

DARKSIDE- Mack Titan
Role: The Devil, Powerhouse
Driver: Mr. Ash, who just may be the devil. Apparently Calypso stole HIS power, in order to save his own life. And now Ash wants it back.

Baseline Stats: Huge Size, Strength 12, Defense 6, Toughness 14 (21)
Movement: Speed 5 (60 mph) (5)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19) -- (26)
AE: "Special- Death Blast" Damage 6 (Extras: Area- 30ft. Line) (Flaws: Requires Rare Power-Ups) (6)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 21 / Movement: 5 / Features: 2 / Weapons: 26 (54 Equipment Points)

-I actually don't remember much of this guy, as he wasn't in the second game. He WAS my favorite in the first one, however- I always prefered the gigantic, Overcompensator-style vehicles. His Special was the worst, but his Toughness was insane.

SWEET TOOTH- Chevrolet Step Van Ice Cream Truck
Role: Iconic Character, Evil Clown
Driver: Needles Kane, an insane murderer who killed his entire family several years ago.

Baseline Stats: Huge Size, Strength 9, Defense 6, Toughness 14 (18)
Movement: Speed 5 (60 mph) (5)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Napalm Cones" Blast 14 (Feats: Accurate, Homing, Ricochet) (Extras: Penetrating 6) (Flaws: Requires Rare Power-Ups) (23) -- (30)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 18 / Movement: 5 / Features: 2 / Weapons: 30 (55 Equipment Points)

-Sweet Tooth is easily, EASILY, the most iconic character of Twisted Metal, appearing on frequent covers thanks to his distinctive appearance- an ice cream truck with an Evil Clown's Head as the revolving topper. He's also the only one to appear in every game with the same driver (the other ones swap out riders, but leave the cool ride). That said, his Mini-Boss Status (sort of; he's a random non-selectable competitor) in Twisted Metal 2 made me despise the guy- his evil laugh is "The Most Annoying Sound"- an endless cacaphony of low-pitched laughter because it goes off every single time he fires his weapon: a tracking, homing missile. Not only is the sound annoying, but the weapon is the game's most-lethal weapon, meaning that it also KILLS YOU with great frequency. In short, you learn very very quickly to hate Sweet Tooth in these games, unless you yourself can play him.
-Interstingly enough, the "Clown Head" atop his vehicle (really Needles Kane's own face) is actually a 2-D sprite, much like the weaopn pick-ups and other things in this game. In order to save memory, the thing just looks straight at whomever is looking at him.

MR. GRIMM- Duacti Paso Motorcycle
Role: The Grim Reaper, Fragile Speedster
Driver: Mr. Grimm, the Grim Reaper himself. Now addicted to taking souls, he wants Calypso's, as the villain is the only one who's ever eluded him.

Baseline Stats: Medium Size, Strength 2, Defense 14, Toughness 6 (17)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- Death Spawn" Blast 14 (Extras: Penetrating 10) (Flaws: Requires Rare Power-Ups) (24) -- (31)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 17 / Movement: 7 / Features: 2 / Weapons: 31 (57 Equipment Points)

-Mr. Grimm is another Fragile Speedster in the games, a Ghost Rider-inspired guy who wields the series' most powerful weapon as well: the actual screaming souls of those he's collected! This Blast actually makes him the game's best choice to go up against Dark Tooth- the Final Boss of Twisted Metal 2 has such a gigantic profile that your best bet is to simply gather up your specials and go nuts on him with them- a handful will finish the easily-targeted colossal truck. Mr. Grimm, like Warthog & Sweet Tooth, exists in every game in some form.

MINION- XJ-39 "Mind Tank"/Cadillac-Gage Textron LAV-300
Role: Final Boss, Mini-Boss (later games)
Driver: A Demon from Hell, angry at Calypso for stealing his power. He wants it back... at any cost.

Baseline Stats: Huge Size, Strength 10, Defense 10, Toughness 14 (23)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Special- Triple-Missile & Freeze Missile" Blast 14 (Feats: Accurate, Homing, Ricochet) (Extras: Penetrating 10) (Flaws: Requires Rare Power-Ups) Linked to Snare 8 (43) -- (50)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 23 / Movement: 7 / Features: 2 / Weapons: 50 (82 Equipment Points)

-Minion was the Final Boss of the first Twisted Metal game- a giant tank that could mimic the Special Attacks of any of the other riders. In the second game, he's a Mini-Boss, appearing among the other riders in the "Amazonia" level. Here, he was limited to simply having the best Special in the game- a bunch of missiles and a freeze missile. As a Boss character, he's completely unbalanced compared to the others, and his only real weakness is his gigantic size, which makes him a huge target.

DARK TOOTH- Gigantic Ice Cream Truck
Role: Final Boss
Driver: Charlie, Markus & Needles Kane

Baseline Stats: Gargantuan Size, Strength 12, Defense 12, Toughness 16 (26)
Movement: Speed 7 (250 mph) (7)
Features: Oil Slicks, Tire Spikes (2)

Weapons:
"Napalm Cones" Blast 14 (Feats: Accurate, Homing, Ricochet) (Extras: Penetrating 6) (31) -- (39)
AE: "Flaming Headbutt" Damage 12 (Extras: Penetrating 6) (18)
AE: "Homing Missile" Blast 7 (Feats: Accurate, Homing 2, Ricochet 2) (19)
AE: "Machine Gun" Blast 5 (Extras: Multiattack) (15)
AE: "Fire Missile" Blast 8 (Feats: Accurate) (17)
AE: "Power Missile" Blast 10 (Extras: Penetrating 6) (Flaws: Require Rare Power-Ups) (16)
AE: "Drop Mines" Damage 9 (Feats: Triggered- Driving Over) (10)
AE: "Rear Flame" Damage 7 (Feats: Indirect- From Behind) (Extras: Area- 30ft. Line) (15)
AE: "Freeze Missiles" Snare 7 (Flaws: Require Rare Power-Ups) (14)

Total Cost: Stats: 25 / Movement: 7 / Features: 2 / Weapons: 39 (74 Equipment Points)

-Dark Tooth debuted in Twisted Metal 2 as the Final Boss, coming out in the Hong Kong level once you'd killed all of your opposition. A titanic, house-sized version of Sweet Tooth, only given a bad-ass black & pink coat of paint, he whips out Napalm Cones like it's a Machine Gun, meaning he's far more dangerous than your usual character. He can even flatten low-Toughness vehicles like Mr. Grimm & Spectre in one hit just by ramming them! The only flaw he has is that he produces a MASSIVE target, meaning that the higher-powered direct attacks can hit him easily.



Speed: 60, 120, 250
Handling (Defense): 6, 8, 10, 12, 14
Armor: 6, 8, 10, 12, 14
Special: 6, 8, 10, 12, 14


xxxx


Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military, Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)

Episode 1: Several kids effortlessly climb up a huge, vertical ladder leading to a cloud- I would imagine that'd be tougher to do in real life. WHY IS THERE A PANTY SHOT OF THE THIEF!??
Episode 2: Nice one with a cowardly knight who proves himself to save the kids from the Beholder (whose weaksauce weakness is FLOWERS). The gang has the portal back to their homeworld... but have to turn back to save Sir John from a vengeful Venger. Even ERIC eventually turns back (though he was initially ignoring what was going down, he soon turned- "I can't believe what I'm doing!").
Episode 3: Apparently, a bit part of the series is that Venger wants to steal the kids's weapons to fight Tiamat. Lolth, Demon Queen of Spiders is dealt with in all of two seconds, and the gang need to re-charge their weapons in the "Hall of Bones". Venger being held off by a Ghost Army is pretty bad-ass, and he blows up the mausoleum to save himself.
Episode 4: A pretty fun one, featuring a lot of unique stuff. ERIC of all people saves their lives by getting them under his Shield in time, and an evil wizard is collecting Unicorn horns. Poor Uni's is taken as well, which drives Bobby into such a rage that his fury actually CRACKS HIS ICE PRISON. Watching a five-year old lose it like that is pretty rare. When Dungeon Master says "Sometimes your greatest enemy can be your greatest ally", Presto figures out that since this evil guy is claiming to become even more powerful than Venger, then THEY NEED TO CALL VENGER FOR HELP. So Presto 'ports in, tells Venger that Kellek is about to become his superior, and now it's a WIZARD FIGHT. In the end, Kellek is imprisoned in a glass ball, his castle is destroyed, and Eric actually has a smart idea for once, because he's actually WRITING DOWN what Dungeon Master says, and that they only need to place one Unicorn horn back on for all the others to reappear- this lets the kids escape the collapsing castle and Venger.
Episode 5: A bit of a weird one, with a lot of random stuff going on. Dungeon Master is captured by an evil knight and his Bullywugs, so the kids go to rescue him, except Eric refuses to go into the cave because he's got to be a complainer. The gang avoid a Rock Monster but end up kidnapped by Orcs (here a green race that looks like lizards but have big pink noses and make pig sounds) who want to enslave them, but Sheila avoids their grasp. Eric, meanwhile, wanders around alone, meeting one HELL of a grotesque Zombie! Jesus Christ- that thing would have scared the LIFE out of me as a kid!
Episode 6: A heavily Eric-themed one, as they get the most out of turning him into an ugly frog-man, along with a complicated riddle on how to change him back- the gang actually MAKE IT BACK TO EARTH... but have to turn back when Eric realizes that the only way to transform back is to return to the D&D World. Eric sadly goes alone, and is shocked to find his friends having gone with him.
Episode 7: Hey- Steve Gerber wrote this one! A pretty generic one where they save some Gnomes by having Presto wave his wand over a giant Treant-like monster who turns out to be a Gnome Wizard, trapped in that form by Venger. Venger throws out a blast that JUST HAPPENS to blow up the stones that could send the kids home, too. More general whininess and grouchiness from Eric.
Episode 8: The gang get captured, and thrown into Venger's super-prison, with only Bobby the Barbarian left free to free them. An imprisoned Eric fans himself with a Spider-Man comic, showing us who produces this thing. There's some very good designs of the prisoners and monsters in this one.
Episode 9: The characters are fooled by a powerful Magical Skeleton (under Venger's orders) into invading a mystical temple, which assaults the kids with their deepest fears. Naturally, Hank figures this out thanks to Game Master's warning, and simply tells everyone to not be afraid, and it works instantly. However, when the Skeleton attempts to betray the kids, he realizes the error of his ways, and the hundreds of years he's suffered for his mistakes, and defends them against Venger. Naturally, the Macguffin is destroyed to set things right, and the kids are still stuck here.

Eric- Cavalier: Whines about rich-people stuff. Deflecting Shield (can send Venger's attacks back). Force Field Dome.
Bobby- Barbarian: Kinda dumb & impulsive. Club does huge damage. Creates Crack in the ground. Improved Smash.
Jack- Ranger: Generic Leader Guy. Light Arrows. "Fireworks" Arrows. Snare Arrow (ties up 3 Bullywugs), Arrow does Move Object stuff
Sheila- Thief: Invisibility Cloak.
Acrobat: Spinning Thrown Staff. Gives Leaping.
Presto- Wizard: Summons cow instead of burgers. Creates giant carpet. Teleports to Venger. Makes one Unicorn horn reattach. Creats Aircraft Carrier.
Venger: Blast, Wings, Teleport

* Orcs easily defeat group. Later, Lizardmen do, too.

Hah- the whole GamerGate/Feminism/Overwatch/R.Mika's Butt-Slap thing is such a weird pile of over-escalation over silly things.

It's like... do games hyper-sexualize women? HELL YES! Video Game women make comic book women look like they're under Taliban law. Do they use women as rewards and Damsels In Distress? A-YUP. These things are worth talking about, but neither are particularly evil. Considering that most games were by men FOR men, sexiness in games isn't any worse than say, Maxim Magazine or standard internet porn. To me, it sometimes goes so over the top it looks like "porn for 13-year-olds" (God of War is the worst for this), and I just roll my eyes and the excesses. But the Damsel in Distress thing goes so far back into human history that it's virtually the oldest kind of story we HAVE. I hardly think its that bad.

Personally, I find the whole Hyper-Feminist/Trigger Warning/Safe Space/"You're all Whiners!"/Sex is EEEEEEEEEEVIL culture absurd. But the backlash generated against it is just as annoying, and in a lot of cases straight-up evil, as internet trolls at home will throw out insane stuff. I know someone who's hyper pro-GamerGate and has practically gone "Conspiracy Theory" to say that all of the doxing & "Swatting" attacks are "False Flags" generated by feminists to drum up support! Personally, I have no problem believing that people on the internet are fully capable of being anonymous dicks on their own. And problematically, people will always be linked to the most annoying and awful members of their respective groups- it's why Feminists are so easily described as "Man Haters" while Men's Rights Activists have now been linked to

I still find it hilarious that games as sexualized as Overwatch and Street Fighter will get ANY kind of criticism for taking out "sexy things". I mean, Tracer's lower half is basically her naked ass and legs painted yellow, and she's not even the most-sexualized character in the game! And R.Mika still dresses like someone who would get kicked off of a private beach. If you're gonna backlash against Political Correctness, I'm with you. Just... pick your battles.

8 +24

312 wide x 294 long.


51) Thumper & Twister, Dark Tooth (CCEEEC)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Dungeons & Dragons/AVP

Post by Jabroniville »

DUNGEONS & DRAGONS (Video Game Series):
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1993
Developer: Capcom

-Sadly, I mostly missed out on this series- a pair of Beat 'Em Ups by the masters of the genre (Capcom), who took various D&D classes and turned them into the Final Fight set-up. Sadly, as Arcades were dying in my neck of the woods when these came out, I only got to play the second game (Shadow Over Mystara) once, in my University's tiny, five-cabinet Arcade next to the Book Store. It uses some of the peculiar race-focused Character Types, as the humans are Cleric & Fighter, while the dwarf and elf... are just Dwarf and Elf. The games are notable for their incredible toughness and branching pathways, not to mention giant bosses such as actual DRAGONS (a far cry from the "pretty big guys" that show up in most games in the genre). A mid-90s Capcom game, the graphics are above Street Fighter II, but below Street Fighter Alpha.
-The sequel featured the addition of a Thief and Magic-User to the party, and even allowed for players to take TWO of each character (some with minor differences), adding to the festivities a lot. Your enemies include Kobolds, Gnolls (generic Mooks), Skeletons (weaklings), Owlbears (AWESOME!), Troglodytes (Invisible Mooks who can emit Gas Clouds), Ghouls (weak, but can cause Sleep), Fire Beetles, Scorpions, Trolls, Ogres (really large Life Bars), and Hell Hounds (Fire Breathers). The Bosses will be listed in their own entry.
-The game uses "Experience" to build up characters, but I'll stick with an essential Baseline, assuming PL 9, like most Capcom Beat 'Em Up characters. Spellcasters have a certain amount of each spell they can cast, but can pick up "extras" from Items on the ground (Treasure Chests are EVERYWHERE- this IS Dungeons & Dragons, after all). Characters can pick up temporary boosts like Gauntlets of Ogre Strength (ST +1-2), Protection Rings (Protection +2), and Boots of Swiftness (Speed 2, possibly Defenses +1-2).

THE FIGHTER (Crassus, Jarred)
Role:
The Tank, Balanced Fighter
PL 9 (99)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+7)
Expertise (Soldier) 5 (+5)
Intimidation 5 (+6)
Perception 4 (+4)

Advantages:
Accurate Attack, Close Attack, Defensive Attack, Diehard, Equipment 3 (Sword, Armor), Fearless, Improved Critical 3 (Sword 2, Axe 1), Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Power Attack, Quick Draw, Ranged Attack 6, Takedown 2

Equipment:
"Bastard Sword" Strength-Damage +3 (Feats: Improved Critical) (Extras: Penetrating 6) (10)
"Armor" Protection 2 (2)
"Shield" Enhanced Defenses 1 (2)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +12 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +10 (+11 Shield, DC 20-21), Parry +11 (+12 Shield, DC 21-22), Toughness +4 (+6 Armor), Fortitude +5, Will +7

Complications:
Motivation (D&D Hero)- So, getting paid, killing stuff, gaining XP, etc...

Total: Abilities: 50 / Skills: 18--9 / Advantages: 25 / Powers: 0 / Defenses: 15 (99)

-The Fighter is the toughest, most durable character in the game, and a balanced fighter. He's the only character who can dual-wield weapons, and use every type of weapon in the game.

THE DWARF (Dimsdale, Hendel)
Role:
The Tank, Strong Fighter
PL 9 (99)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Soldier) 5 (+5)
Intimidation 5 (+6)
Perception 4 (+4)

Advantages:
Accurate Attack, Close Attack, Defensive Attack, Diehard, Equipment 3 (Axe, Armor), Fearless, Improved Critical (Axe) 2, Improved Defense, Improved Initiative, Improved Smash, Power Attack, Quick Draw, Ranged Attack 6, Takedown 2

Equipment:
"Huge Axe" Strength-Damage +3 (Extras: Penetrating 6) (9)
"Armor" Protection 2 (2)
"Shield" Enhanced Defenses 1 (2)

Powers:
Features 1: Gains Extra Treasure From Chests [1]

Offense:
Unarmed +11 (+4 Damage, DC 19)
Axe +11 (+7 Ranged Damage, DC 22)
Initiative +8

Defenses:
Dodge +10 (+11 Shield, DC 20-21), Parry +10 (+11 Shield, DC 20-21), Toughness +5 (+7 Armor), Fortitude +6, Will +7

Complications:
Motivation (D&D Hero)- So, getting paid, killing stuff, gaining XP, etc...
Weakness (Non-Fighter)- Non-Fighters cannot dual-wield weapons, and certain equipment is unavailable to them.

Total: Abilities: 50 / Skills: 18--9 / Advantages: 23 / Powers: 1 / Defenses: 16 (99)

-The Dwarf does more damage than the Fighter, and is tougher- he suffers the corresponding penalty to Defenses & Accuracy to balance him (his Reach is worse than the Fighter's, for example).

THE ELF (Lucia, Kayla)
Role:
Fighter/Blaster
PL 8 (136)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+7)
Expertise (Magic) 7 (+10)
Insight 2 (+4)
Perception 4 (+4)
Persuasion 3 (+5)

Advantages:
Accurate Attack, Close Attack, Defensive Attack, Equipment 2 (Sword, Shield, Armor), Improved Defense, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 5

Powers:
"Arcane Spells"
"Ice Storm" Damage 6 (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Unreliable- 5 Spells) Linked to Affliction 6 (Fort; Dazed/Stunned) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Unreliable) (27) -- [35]
AE: "Cloudkill" Damage 8 (Extras: Area- 30ft. Cloud +2, Selective) (Flaws: Unreliable- 5 Spells) (24)
AE: "Magic Missile" Blast 4 (Feats: Accurate, Homing 2, Ricochet) (Extras: Multiattack) (Flaws: Unreliable- 5 Spells) (12)
AE: "Invisibility" Concealment 2 (Visuals) (Flaws: Unreliable- 5 Spells, Limited to When Not Attacking) (2)
AE: "Fireball" Blast 8 (Extras: Area- 30ft. Burst, Selective) (Flaws: Unreliable- 5 Spells) (Diminished Range -2) (22)
AE: "Lightning Bolt" Damage 8 (Extras: Area- 30ft. Line, Selective) (Flaws: Unreliable- 5 Spells) (16)
AE: "Polymorph Others" Affliction 8 (Fort; Dazed/Stunned/Transformed to Harmless Animal) (Extras: Area- 15ft. Cloud, Selective) (Flaws: Unreliable- 5 Spells) (16)
AE: "Haste" Enhanced Fighting 2 & Defenses +2 (Extras: Affects Others, Area- 30ft. Burst) (Flaws: Fades, Unreliable- 5 Spells) (8)
AE: "Conjure Elemental" Summon 6 (Extras: Active) (Flaws: Unreliable- 5 Uses) (12)

Equipment:
"Short Sword" Strength-Damage +2 (Feats: Improved Critical) (3)
"Armor" Protection 1 (1)
"Shield" Enhanced Defenses 1 (2)

Offense:
Unarmed +12 (+1 Damage, DC 16)
Short Sword +12 (+3 Damage, DC 18)
Ice Storm +6 Area (+6 Damage & Affliction, DC 21 & 16)
Magic Missile +12 (+4 Ranged Damage, DC 19)
Fireball, Cloudkill & Lightning Bolt +8 Area (+8 Ranged Damage, DC 23)
Polymorph Others +8 Area (+8 Affliction, DC 18)
Initiative +9

Defenses:
Dodge +11 (+12 Shield, DC 21-22), Parry +11 (+12 Shield, DC 21-22), Toughness +2 (+3 Armor), Fortitude +4, Will +8

Complications:
Motivation (D&D Hero)- So, getting paid, killing stuff, gaining XP, etc...
Weakness (Non-Fighter)- Non-Fighters cannot dual-wield weapons, and certain equipment is unavailable to them.
Power Loss (Polymorph Others)- Bosses & Undead are unaffected by Polymorphing spells.

Total: Abilities: 62 / Skills: 22--11 / Advantages: 13 / Powers: 35 / Defenses: 14 (136)

-Elves are weaker, crappier fighters than the other characters (PL 7.5 at Swordfighting & Defenses), but make up for that weakness with greater ranged firepower- Elves can cast several different kinds of spells, many of which affect entire GROUPS of enemies! Most are only at PL 8, however, but given that this is a Beat 'Em Up, having attacks that hit everyone on-screen is pretty brutal. Haste, available in the sequel, temporarily boosts the speed & fighting ability of the ENTIRE PARTY, making her extremely useful. And Conjure Elemental is apparently a top-tier ability also.

THE CLERIC (Greldon, Miles)
Role:
Fighter/Healer
PL 9 (125)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+6)
Expertise (Religion) 8 (+10)
Insight 3 (+6)
Intimidation 2 (+5)
Perception 3 (+6)
Persuasion 4 (+7)

Advantages:
Accurate Attack, Defensive Attack, Equipment 2 (Mace, Shield, Armor), Improved Defense, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 5

Powers:
"Divine Spells"
"Continual Light" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 30ft. Burst, Selective, Extra Condition) (Flaws: Unreliable- 5 Spells) (24) -- [30]
AE: "Turn Undead" Damage 9 (Extras: Area- 60ft. Burst) (Flaws: Limited to Undead, Distracting) (9)
AE: "Hold Person!" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Multiattack, Extra Condition) (Flaws: Unreliable- 5 Spells) (24)
AE: "Striking" Strength-Damage +2 (Extras: Affects Others) (Flaws: Unreliable- 5 Spells) (2)
AE: "Cure Serious Wounds" Healing 8 (16) (Flaws: Unreliable- 5 Spells) (8)

(Greldon Spells)
AE: "Sticks to Snakes" Summon Snakes 6 (Extras: Horde, 3 Minions +3) (Flaws: Unreliable- 5 Spells, Limited to 4-6 Rounds) (24)
AE: "Holy Word" Damage 8 (Extras: Area- 30ft. Cylinder, Selective) (Flaws: Unreliable- 5 Uses) (16)

(Miles Spells)
AE: "Insect Plague" Damage 6 (Extras: Area- 30ft. Cloud +2, Selective) (Flaws: Unreliable- 5 Spells) (18)
AE: "Earthquake" Damage 8 (Extras: Area- 30ft. Burst, Selective) (Flaws: Unreliable- 5 Uses) (16)

Equipment:
"Short Mace" Strength-Damage +2 (2)
"Armor" Protection 2 (2)
"Shield" Enhanced Defenses 1 (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Mace +10 (+4 Damage, DC 19)
Insect Plague +6 Area (+6 Damage, DC 21)
Continual Light +8 Area (+8 Affliction, DC 18)
Turn Undead +9 Area (+9 Damage, DC 24)
Hold Person +10 (+8 Ranged Affliction, DC 18)
Earthquake, Holy Word +8 Area (+8 Damage, DC 23)
Initiative +7

Defenses:
Dodge +10 (+11 Shield, DC 20-21), Parry +10 (+11 Shield, DC 20-21), Toughness +3 (+5 Armor), Fortitude +5, Will +8

Complications:
Motivation (D&D Hero)- So, getting paid, killing stuff, gaining XP, etc...
Weakness (Non-Fighter)- Non-Fighters cannot dual-wield weapons, and certain equipment is unavailable to them.
Power Loss (Hold Person)- Hold Person will not affect Undead or Bosses.

Total: Abilities: 56 / Skills: 24--12 / Advantages: 13 / Powers: 30 / Defenses: 14 (125)

-Clerics are secondary Fighters (very sub-par compared to Fighters & Dwarves, however) and primary Healers, but in this game specialize in Undead levels, where they can damage all the Undead on-screen at once, without needing any number of Spells left! Greldon & Miles have two unique spells each in Shadow Over Mystara.

BOSSES
Role:
Stage Bosses
PL 9 (89)
STRENGTH
6 STAMINA 8 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+8)
Intimidation 8 (+8)
Perception 4 (+4)

Advantages:
Accurate Attack, All-Out Attack, Close Attack 2, Fast Grab, Improved Critical (Unarmed), Improved Hold, Power Attack, Takedown 2

Offense:
Unarmed +12 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +6

Complications:
Motivation (EEEEEEEEEVIL)

Total: Abilities: 58 / Skills: 14--7 / Advantages: 10 / Powers: 0 / Defenses: 14 (89)

-The Bosses in this game are INCREDIBLE- just huge, monstrous beasts of extremely varied appearance. Many have Growth, but I left that out for the purpose of these, as their stats are largely unchanged. The second game replicates most of the first one's Bosses (making the Red Dragon the FINAL Boss), but includes a couple more Dark Elves, and a Chimera.

OGRE- PL 9 (89):
-The Baseline Boss in the game.

DISPLACER BEAST- PL 10 (105): Claws +1 (Accurate), Defenses +2, Speed 1, "Six Legs" Extra Limbs 2, "Animal Senses" Senses 3 (Low-Light Vision, Extended & Acute Scent), "Copy" Illusion 4 (Limited to Displacer Beast Image) [16]
-D&D's iconic mid-level monster, the Displacer Beast creates a copy to fool the players

MANTICORE- PL 10 (99): Claws & Tail +1 (Reach, Accurate), Leaping 2, Speed 2, "Animal Senses" Senses 3 (Low-Light Vision, Extended & Acute Scent) [10]
-A large, charging monster.

TROLL- PL 9 (105): Regeneration 8 [16]
-The Troll always regenerates the killing blow, so long as you fail to use fire. If you take long enough, some helpful allies will throw fire on it FOR you.

BLACK DRAGON/GREEN DRAGON- PL 11 (121): Claws +3 (Accurate 2, Reach 2), STAMINA 10, Mass +2, "Breath Weapon- Acid" Damage 10 (Line) (Unreliable), Flight 4 (Winged), Senses 4 (Low-Light Vision, Acute & Extended Scent, Extended Hearing) [32]
-!!!!! They really have DRAGONS as Stage Bosses! Well, it IS called Dungeons & DRAGONS, but it's still a shocker to see such beasts in a mere Beat 'Em Up. The sequel includes another one, plus a Green Dragon with a more smog-like Breath Weapon (that nonetheless has the same stats).

DARK ELF- PL 11 (117): ST 4, STA 4, FIGHTING 16, Dodge +4, Sword +2, Armor +2, "Sleep" Ranged Affliction 9, "Speed" Fighting +4, "Invisibility" Concealment, "Hold Person" Ranged Affliction 9, "Lightning Bolt" Line Damage 9, Teleport [28]
-Completely different, the Dark Elf is a magically-gifted agile fighter who leaps off the screen like Vega.

FLAME/FROST SALAMANDER- PL 10 (107): Claws & Tail +1 (Reach, Accurate), Spear +1 (Reach 2), Leaping 2, Speed 2, "Animal Senses" Senses 3 (Low-Light Vision, Extended & Acute Scent), Immunity 5 (Flame/Cold Damage), Movement (Slithering) [18]
-The Salamanders are in the sequel, acting like mid-level Monsters.

BEHOLDER- PL 9 (134): FIGHTING 12, STAMINA 10, Flight 2 (Low Ceiling), "Central Eye" Nullify Magic 10 (Area), "Sleep" Ranged Affliction 10, "Petrify" Ranged Affliction 10 (Extra Condition), "Cause Serious Wounds" Blast 10, "Telekinesis" Move Object 8 (Damaging) [45]
-Yes, really- a BEHOLDER.

RED DRAGON (FLAMEWING)- PL 12 (125): ST 9, STAMINA 12, FIGHTING 12, Claws +3 (Accurate 2), Mass +5, Immunity 5 (Fire Damage), "Breath Weapon- Fire" Damage 12 (Cone) (Unreliable), "Fireball" Blast 8, "Suck In Air" Move Object 6 (Limited to Towards Him), Flight 4 (Winged), Senses 4 (Low-Light Vision, Acute & Extended Scent, Extended Hearing) [55]
-Even more powerful than the Black Dragon, Flamewing is considered the most difficult enemy in the game.

DEIMOS- PL 9 (163): No STAMINA, FIGHTING 12, Dodge +2, Protection 12, "Extendable Staff" Damage +4 (Reach 4), Immunity 2 (Blinding), Flight 5, Immunity 30 (Fort. Effects), Illusion 8, "Fire Shield" Burst Damage 8, Teleport 6, "Meteor Swarm" Blast 10 (Multiattack), "Fireball" Burst Blast 8, "Lightning Bolt" Line Damage 10 [74]
-Deimos is an evil Lich, and the Final Boss of the game. Presumably his Mental Abilities are also pretty high, and he'd have the "Magic" Skill, but his only purpose in the game is to be a thing to hit.

THE MAGIC-USER (Syous, D'raven)
Role:
Squishy Wizard, Blaster
PL 10 (131)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Athletics 6 (+6)
Expertise (Magic) 7 (+11)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 3 (+4)
Ranged Combat (Magic) 2 (+12)

Advantages:
Accurate Attack, Defensive Attack, Equipment 1 (Staff), Improved Defense, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 5

Powers:
"Arcane Spells"
"Ice Storm" Damage 7 (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Unreliable- 5 Spells) Linked to Affliction 6 (Fort; Dazed/Stunned) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Unreliable) (30) -- [36]
AE: "Cloudkill" Damage 9 (Extras: Area- 30ft. Cloud +2, Selective) (Flaws: Unreliable- 5 Spells) (27)
AE: "Magic Missile" Blast 6 (Feats: Accurate, Homing 2, Ricochet) (Extras: Multiattack) (Flaws: Unreliable- 5 Spells) (16)
AE: "Fireball" Blast 9 (Extras: Area- 30ft. Burst, Selective) (Flaws: Unreliable- 5 Spells) (Diminished Range -2) (24)
AE: "Lightning Bolt/Wall Of Fire" Damage 9 (Feats: Variable- Fire or Lightning) (Extras: Area- 30ft. Line, Selective) (Flaws: Unreliable- 5 Spells) (19)
AE: "Conjure Elemental" Summon 6 (Feats: Variable- Fire or Water) (Extras: Active) (Flaws: Unreliable- 5 Uses) (13)
AE: "Flesh to Stone" Affliction 8 (Dazed & Impaired/Stunned & Disabled/Transformed to Stone & Unaware) (Extras: Ranged, Extra Condition) (Flaws: Unreliable- 5 Uses) Linked to Blast 4 (Unreliable) (20)
AE: "Projected Image" Insubstantial 4 (Flaws: Unreliable- 5 Uses) (16)
AE: "Reverse Gravity" Move Object 7 (Extras: Damaging, Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) (21)

(D'raven Spells)
AE: "Power Word Kill" Damage 9 (Extras: Perception-Ranged +2) (Flaws: Unreliable- 5 Uses) (18)

(Syous Spells)
AE: "Meteor Swarm" Blast 9 (Extras: Multiattack) (Flaws: Unreliable- 5 Uses) (18)

Equipment:
"Staff" Strength-Damage +2 (2)

Offense:
Unarmed +11 (+0 Damage, DC 15)
Staff +11 (+2 Damage, DC 17)
Ice Storm +7 Area (+7 Damage & Affliction, DC 22 & 16)
Magic Missile +14 (+6 Ranged Damage, DC 21)
Fireball, Cloudkill & Lightning Bolt +9 Area (+9 Ranged Damage, DC 24)
Flesh to Stone +12 (+8 Ranged Affliction & +4 Ranged Damage, DC 18 & 19)
Power Word Kill -- (+9 Perception-Ranged Damage, DC 24)
Meteor Swarm +11 (+9 Ranged Damage, DC 24)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +2, Fortitude +4, Will +8

Complications:
Motivation (D&D Hero)- So, getting paid, killing stuff, gaining XP, etc...
Weakness (Non-Fighter)- Non-Fighters cannot dual-wield weapons, and certain equipment is unavailable to them.

Total: Abilities: 56 / Skills: 22--11 / Advantages: 12 / Powers: 36 / Defenses: 16 (131)

-The Magic-User is arguably the most powerful character in Shadow Over Mystara, but is also the most difficult to play. His spells require an advance knowledge of the game in order to use the right spell at the right time, and he's also extremely vulnerable to damage- his Hit Points are the lowest, and he wears no armor. As such, he's the only PL 10 character in the party, but a weakling PL 6.5 to Defense and with his melee weapon. Better use that "Insubstantial" power.

THE THIEF (Moriah, Shannon)
Role:
Agile Fighter, Trickster
PL 9 (128)
STRENGTH
1 STAMINA 3 AGILITY 6
FIGHTING 12 DEXTERITY 6
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 10 (+11)
Deception 4 (+7)
Expertise (Thief) 9 (+10)
Insight 3 (+6)
Perception 6 (+9)
Sleight of Hand 4 (+10)
Stealth 6 (+12)

Advantages:
Accurate Attack, Agile Feint, Defensive Attack, Equipment 2 (Short Sword, Sling), Improved Defense, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 5, Uncanny Dodge

Powers:
"Thief" Enhanced Skills 4: Perception +4 (+13) (Flaws: Limited to Detecting Traps or Treasure) [1]
"Double Jump" Leaping 1 (15 feet) [1]
"Sneak Attack" Strength-Damage +2 (Feats: Variable- Any Weapon) (Flaws: Limited to Distracted/Unaware Opponents) [2]

Equipment:
"Short Sword" Strength-Damage +2 (Feats: Improved Critical) (3)|
"Sling" Blast 3 (6)

Offense:
Unarmed +12 (+1 Damage, DC 16)
Short Sword +12 (+3 Damage, DC 18)
Sneak Attack +12 (+5 Damage, DC 20)
Sling +11 (+3 Ranged Damage, DC 18)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +3, Fortitude +4, Will +7

Complications:
Motivation (D&D Hero)- So, getting paid, killing stuff, gaining XP, etc...
Weakness (Non-Fighter)- Non-Fighters cannot dual-wield weapons, and certain equipment is unavailable to them.

Total: Abilities: 70 / Skills: 48--24 / Advantages: 15 / Powers: 4 / Defenses: 15 (128)

-The only other female character, the Thief is a class I never cared for in D&D (I just never got into the whole "Deathtrap" aspect of gaming or even superheroics- it's too impersonal and silly. How many deathtraps were there in REAL castles or dungeons?). I even hated it in Fire Emblem when you were forced to take one. In this game, the Thief is kind of the "Weak But Quick Fighter", and has a good Sneak Attack, plus the ability to steal great amounts of treasure, and strike enemies into dropping items, many of which can help your party. So they're not the best fighters (PL 7.5-8 for the most part), but their defenses are good, and they're good assisters.

ALIEN VS. PREDATOR (The Arcade Game):
Game Type: Side-Scrolling Beat 'Em Up
Release Date: 1994
Developer: Capcom

-Though by this point the Beat 'Em Up genre was tired and dying, plenty of people still dug this Arcade Game. It basically took the Alien vs. Predator concept (which apparently started because of an Alien head in a Predator's trophy case in the second Predator movie) and translated it into a weird game where two Predators and two human Marines team up against hordes of easily-killed Xenomorph Mooks. This is a bit funny, because it reduces these mighty, nightmarish beasts from the movies into nothing losers, but hey- at least there's BOSSES that are huge.
-I was never into these movies when I was younger, as I didn't get a lot of gory movies in the '80s, being the youngest kid in my household. And I was too chicken to watch them any time my friends were showing horror stuff, so I was an adult before I watched any movie in either series. Truth be told, I found Alien as boring as I do any other Horror Movie (ie. REALLY BORING), but Aliens was good fun- one of the better pure Action Movies out there, with Vasquez being an iconic character all by herself (even starting the "Vasquez Always Dies" trope). I never saw the later ones, including the one that caused my best friend- who considers Aliens to be the greatest movie of all time- to turn on his beloved Joss Whedon as soon as he discovered that Whedon had written part of it. The funniest part was his telling me that the cast of Firefly are all essentially other versions of the characters from his Aliens movie, right down to certain personalities being transplanted entirely... and that Cyclops in his Astonishing X-Men run was just his "Funny Captain" character all over again. Whedon has his skills, but his limitations have only become more apparent with time (like this, and choosing actresses who are horrible in their later work, thus ruining their careers).
-I watched part of the second Predator movie, but saw the entirety of the first one. It was hilarious in a "Top Gun Level of Homoeroticism" kind of way-- that SCENE! Ah-nuld and Carl Weathers just staring at each other, lust in their eyes, as the camera takes close-ups of their bulging biceps while they engage in the firmest of all handshakes. If you tell me those two characters weren't having sex, then I will FIGHT YOU. Former Wrestler/Then-Commentator/Future Governor & Conspiracy Theorist Jesse Ventura is hilarious, with that epic voice of his ("This'll turn you into a sexual Tyrannosaurus- like me!"). Then it just kind of delves into Big Dumb Action Movie, but at least it has some great design and clever set-pieces.
-But yeah, you really couldn't call me a giant fan. And I couldn't care less about the whole AvP franchise that the two series spawned, though I had friends who were obsessed with every aspect of it, buying up Card Games, Board Games and watching any of the later films (I saw the first Versus film- it SUCKED. And why do Alien Eggs now take 20 seconds to come out instead of the time it took in the first one? I mean, scientifically- I know they just wanted to speed up the inevitable). There was a Jaguar FPS game that drew rave reviews, and was considered the best game on the system by almost everybody (it later got put onto some GOOD systems later, but too late to have a real legacy). This game got rave reviews, but it was the wrong era to be ported to any other systems- it was too big for the 16-bit consoles, and too old-fashioned for the 32-bit Next Generation ones.
-The game's typical for its genre. You can play one of four characters (up to three at a time can play)- two Predators and two Marines with anime-ish designs (especially Linn). You can pick up food to heal, and fight hordes of enemies, culminating in Stage Bosses. However, a big part of the game is shooting guns over just melee combat- your guns can empty, and you can find Grenade Launchers & Flamethrowers lying around as well. Dungeons & Dragons is a hundred times more interesting to watch, though- that game varies the enemies a lot more. This one's just "Alien Swarms & Bigger Aliens", then a bunch of human soldiers, with the occasional one in the "Power Lifter Mech" thing from Aliens.

LT. LINN KUROSAWA
Role:
Agile Fighter
PL 9 (134)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+15)
Expertise (Marine) 6 (+8)
Insight 2 (+5)
Perception 3 (+6)
Stealth 4 (+10)
Technology 3 (+5)

Advantages:
Accurate Attack, Defensive Attack, Equipment 4 (Handgun, Katana), Fearless, Improved Critical 3 (Sword 1, Handgun 2), Improved Defense, Improved Initiative 2, Power Attack, Quick Draw, Ranged Attack 7, Takedown 2

Equipment:
"Katana" Strength-Damage +3 (Feats: Improved Critical) (4)
"Handgun" Blast 5 (Extras: Multiattack) (15)

Powers:
"Tiger Rising Kick" Strength-Damage +2 (Feats: +2 to Aerial Opponents) (Inaccurate -1) [2]

Offense:
Unarmed +15 (+2 Damage, DC 17)
Tiger Rising Kick +13 (+4 Damage, DC 19)
Sword +13 (+5 Ranged Damage, DC 20)
Handgun +12 (+5 Ranged Damage, DC 20)
Initiative +14

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

Complications:
Responsibility (The U.S. Marine Corps)
Power Loss (Ammo)- After a certain period, the heroes' guns will stop working.
Weakness (Vulnerable While Reloading)- Linn is the only character who is Defenseless while reloading.
Weakness (Master of One Weapon)- Linn will only use her Katana, as far as melee weapons go. She will immediately throw away any other weapon.

Total: Abilities: 74 / Skills: 36--18 / Advantages: 24 / Powers: 2 / Defenses: 16 (134)

-Linn Kurosawa has SUCH an "Anime" design that she utterly stands out from the rest of the cast- she's got crazy hair, a Japanese name and a friggin' katana, despite being an American Marine. I think it would've been cool to make a Vasquez-style Butch Ass-Kicker, but hey- it's a Japanese game. Capcom would like her design so much, they'd copy huge chunks of it for Street Fighter III's Ibuki. Linn is considered the most-difficult character to use, as she's weaker than the others, and takes more damage. However, she's the fastest, and has the best ranged weapon- a Handgun that fires repeatedly.

MAJOR DUTCH SCHAEFER
Role:
Powerhouse
PL 9 (131)
STRENGTH
5 STAMINA 6 AGILITY 2
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 10 (+12)
Expertise (Marine) 6 (+8)
Insight 2 (+5)
Perception 3 (+6)
Stealth 4 (+10)
Technology 3 (+5)

Advantages:
Accurate Attack, Defensive Attack, Fearless, Improved Critical 3 (Fist 1, Gun 2), Improved Defense, Power Attack, Quick Draw, Ranged Attack 10, Takedown 2

Powers:
"Cybernetic Attachments"
"Gun" Blast 8 (16) -- [18]
AE: "Giant Fist" Strength-Damage +2 (2)
AE: "Backbreaker Powerbomb" Strength-Damage +4 (Feats: +2 to Opponents Who Block Last Attack) (Inaccurate -1) (4)
"Dash" Speed 1 [1]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Giant Fist +11 (+7 Damage, DC 22)
Backbreaker +9 (+9 Damage, DC 24)
Gun +10 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +6, Fortitude +7, Will +7

Complications:
Responsibility (The U.S. Marine Corps)
Power Loss (Ammo)- After a certain period, the heroes' guns will stop working.
Weakness (Jumping)- Dutch cannot jump.

Total: Abilities: 60 / Skills: 34--17 / Advantages: 21 / Powers: 19 / Defenses: 14 (131)

-Dutch is named after the hero of Predator (much like Linn's existence as a female Action Heroine is probably linked to Alien's focus on such a thing), and is the Team Powerhouse, despite being one of the two humans. A big, bland design whose only standout feature is a big, cybernetic arm, I would imagine he'd get the least play compared to the Sexy Chick and the two PREDATORS. Dutch is slower at fighting and can't even jump, but has a short Dash instead. His coolest feature, though, is unquestionably the fact that he uses a POWERBOMB as one of his special moves!

PREDATOR WARRIOR
Role:
Balanced Fighter
PL 9 (131)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+8)
Athletics 6 (+11)
Expertise (Intergalactic Hunters) 8 (+11)
Expertise (Survival) 4 (+5)
Intimidation 8 (+8)
Perception 7 (+8)
Stealth 4 (+8)
Technology 5 (+8)

Advantages:
Accurate Attack, Defensive Attack, Equipment 2 (Heat-Vision, Spear Thingie), Fearless, Improved Critical 3 (Unarmed, Spear/Staff, Gun), Improved Defense, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 8, Takedown 2, Tracking

Powers:
Leaping 1 (15 feet) [1]

Equipment:
"Extendable Spear" Strength-Damage +2 (Feats: Reach, Retractable) (4)
"Wristblades" Strength-Damage +1 (Feats: Improved Critical, Retractable, Split) (4)
"Shoulder Thingie" Blast 5 (Diminished Range -1) (9)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Wrist-Blades +12 (+5 Damage, DC 20)
Spear +12 (+6 Damage, DC 21)
Gun +12 (+5 Ranged Damage, DC 23)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +5, Fortitude +7, Will +7

Complications:
Motivation (Killing)- Predators pretty much exist to kill stuff in "honorable" fights that involve them hiding in camouflage from a mile away.
Power Loss (Ammo)- After a certain period, the heroes' guns will stop working.

Total: Abilities: 66 / Skills: 46--23 / Advantages: 23 / Powers: 1 / Defenses: 18 (131)

-The game lets you play one of two Predators, who largely fit the "Middle" range of character types in these sorts of games- the Marines take up the "Fast Character" and "Strong Character" roles. The Predator Warrior is the most balanced character in the game.

PREDATOR HUNTER
Role:
Strong Fighter
PL 9 (132)
STRENGTH
5 STAMINA 6 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+7)
Athletics 6 (+11)
Expertise (Intergalactic Hunters) 8 (+11)
Expertise (Survival) 4 (+5)
Intimidation 8 (+8)
Perception 7 (+8)
Stealth 4 (+8)
Technology 5 (+8)

Advantages:
Accurate Attack, Close Attack, Defensive Attack, Equipment 3 (Heat-Vision, Spear Thingie), Fearless, Improved Critical 3 (Unarmed, Spear/Staff, Gun), Improved Defense, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 8, Takedown 2, Tracking

Powers:
Leaping 1 (15 feet) [1]
"Wrist-Blade Uppercut" Strength-Damage +2 (Feats: +2 to Aerial Opponents) (Inaccurate -1) [2]

Equipment:
"Bladed Naginata" Strength-Damage +2 (Feats: Reach) (3)
"Wristblades" Strength-Damage +1 (Feats: Improved Critical, Retractable, Split) (4)
"Shoulder Thingie" Blast 5 (Diminished Range -1) (9)
"Mini-Discs" Blast 5 (Feats: Split) (Extras: Penetrating) (Diminished Range -1) (10)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Wrist-Blades +11 (+6 Damage, DC 21)
Wrist-Blade Uppercut +9 (+8 Damage, DC 23)
Spear +11 (+7 Damage, DC 22)
Gun +12 (+5 Ranged Damage, DC 23)
Initiative +7

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

Complications:
Motivation (Killing)- Predators pretty much exist to kill stuff in "honorable" fights that involve them hiding in camouflage from a mile away.
Power Loss (Ammo)- After a certain period, the heroes' guns will stop working.

Total: Abilities: 66 / Skills: 46--23 / Advantages: 25 / Powers: 3 / Defenses: 17 (132)

-The Hunter is stronger than the Warrior, putting him into line with Dutch, since you kinda gotta "squish" these guys in together like that. Dutch still has the hardest hit with his Powerbomb thing, though.

ALIENS (Xenomorph XX121)
Role:
Minor Mooks
PL 4 (44)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -1 PRESENCE -2

Skills:
Athletics 2 (+4)
Intimidation 6 (+4)
Stealth 2 (+6)

Advantages:
All-Out Attack, Fast Grab, Set-Up

Powers:
"Hive Mind" Communication 3 (Mental) (Extras: Area) (Flaws: Limited to Aliens) [12]
"Tail" Reach 1 [1]
"Attack Tongue" Penetrating Strength-Damage +2 (Inaccurate -1) [1]
Speed 1 (4 mph) [1]
"Somehow See in the Dark" Senses 1 (Low-Light Vision) [1]
Movement 1 (Wall-Crawling) [2]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +0

Complications:
Motivation (Killing & Breeding)
Vulnerable (Fire)

Total: Abilities: 16 / Skills: 10--5 / Advantages: 3 / Powers: 18 / Defenses: 2 (44)

-Incredibly, the Capcom game actually uses baseline Aliens as the MOOKS of the first couple levels, allowing you to smash hordes of them at once, as if they were Bred & Dug from Final Fight or something. I guess some things never change- Beat 'Em Up games gotta have their disposable Mooks.

ALIEN BOSSES (Xenomorphs)
Role:
Stage Bosses
PL 10 (101)
STRENGTH
7 STAMINA 9 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -3 AWARENESS -1 PRESENCE -2

Skills:
Athletics 2 (+9)
Close Combat (Unarmed) 6 (+12)
Intimidation 8 (+6)
Stealth 2 (+6)

Advantages:
Accurate Attack, All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Hold, Improved Initiative, Power Attack, Startle, Takedown 2

Powers:
"Hive Mind" Communication 3 (Mental) (Extras: Area) (Flaws: Limited to Aliens) [12]
"Tail" Reach 1 [1]
"Attack Tongue" Penetrating Strength-Damage +2 (Inaccurate -1) [1]
Speed 1 (4 mph) [1]
"Somehow See in the Dark" Senses 1 (Low-Light Vision) [1]
Movement 1 (Wall-Crawling) [2]

Offense:
Unarmed +12 (+7 Damage, DC 22)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +9, Fortitude +9, Will +5

Complications:
Motivation (Killing & Breeding)
Vulnerable (Fire)

Total: Abilities: 48 / Skills: 18--9 / Advantages: 10 / Powers: 18 / Defenses: 16 (101)

-Most Stage Bosses are larger varieties of Aliens- pretty close to what shows up in the movies, actually, though a bit stronger. I'd imagine a single movie Alien to be about PL 6-8- enough to die by concentrated Marine shooting, but more than enough to take one out solo.

ALIEN QUEEN (Xenomorphs)
Role:
Final Boss
PL 11 (115)
STRENGTH
8 STAMINA 11 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -3 AWARENESS -1 PRESENCE -2

Skills:
Athletics 2 (+10)
Close Combat (Unarmed) 6 (+12)
Intimidation 12 (+10)
Stealth 2 (+6)

Advantages:
Accurate Attack, All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Hold, Improved Initiative, Power Attack, Startle, Takedown 2

Powers:
"Hive Mind" Communication 3 (Mental) (Extras: Area) (Flaws: Limited to Aliens) [12]
"Tail" Strength-Damage +2 (Feats: Reach) [3]
"Attack Tongue" Penetrating Strength-Damage +2 (Inaccurate -1) [1]
Speed 1 (4 mph) [1]
"Somehow See in the Dark" Senses 1 (Low-Light Vision) [1]
Movement 1 (Wall-Crawling) [2]

Offense:
Unarmed +12 (+10 Damage, DC 25)
Initiative +8

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

Complications:
Motivation (Killing & Breeding)
Vulnerable (Fire)

Total: Abilities: 54 / Skills: 22--11 / Advantages: 10 / Powers: 20 / Defenses: 20 (115)

-The Alien Queen is very dangerous (two PLs higher than any individual fighter), and also fights using dozens of subordinates.

xxx


Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military, Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)
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Spam
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Re: Jab's RoninArmy Build Dump

Post by Spam »

Please tell me the Tournament of Suck hasn't been lost for all time...
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

I dunno how much is around. I’ll have to check at home. Found a bit in my email.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

The Tournament of Suck

Post by Jabroniville »

Initiative Order:
1) Rem-Ram (22) 1 HP
2) Spyne (21) 2 HP
3) Boomslang (21) 1 HP
4) Hurricane (21) 2 HP
5) Gauntlet (20) 2 HP
6) Diamondback (20) 2 HP
7) Unuscione (20) 2 HP
8) Gargouille (19) 1 HP
9) Black Mamba (18) 2 HP
10) Bushmaster (18) 2 HP
11) Foxbat (17) 2 HP
12) Caliban (17) 2 HP
13) Anaconda (17) 1 HP
14) Senyaka (16) 2 HP
15) Spoor (16) 2 HP
16) Death Adder (15) 2 HP
17) Lifeforce (14) 2 HP
18) Sven Kleinstock (14) 2 HP
19) Asp (13) 2 HP
20) Katu (13) 2 HP
21) Cottonmouth (13) 2 HP
22) Dirtnap (13) 2 HP (in human form)
23) Puff Adder (13) 2 HP
24) Deadbolt (12) 2 HP
25) Fer-de-Lance (11) 2 HP
26) Vindaloo (11) 2 HP
27) Voght (11) 2 HP (in Mist form)
28) Tusk (11) 1 HP
29) Psynapse (8) 2 HP
30) Cargill (8) 2 HP
31) Javitz (8) 2 HP
32) HardDrive (8) 2 HP
33) Barrage (7) 2 HP
34) Rock Python (6) 2 HP
35) The Rattler (5) 2 HP
36) Decay (4) 2 HP

(Wow, some REALLY bad rolling by the Acolytes at first, and the Serpents make up the FAR bottom of the Initiative Order. The Dark Riders by contrast make up five of the first ten people. In a combat with 36 people, that's actually kind of a big deal, so I allowed some HP re-rolling to take place. While HPs are FURIOUSLY important- turning misses into hits and deaths into a minor Toughness Save- letting 30 people beat you in Initiative is pretty big. Boomslang, Anaconda & Gargouille move WAY up, and Tusk gets a more reasonable start than dead last at '2'. Rem-Ram moves from '7' to '22', now hitting the very START of Initiative! Everyone else holds still where they are, conserving HPs.)

"SO THE FINAL MATCH BEGINS!" The Gamesmaster declares.
Magneto: "Wait, how the hell do we deploy?"
Apocalypse: "Simple- organize thyselves into tiny triangles taking up one-third of the battle field."
King Cobra: "Oh yeah, I bet you'd just LOVE that, En Saban Nur... Don't think I don't see Hurricane way up there in the Initiative Order with his damn Area Attack power- You're just licking your chops at the idea of him having a sh*t-ton of easy targets all bunched up together like that."
Apocalypse: "Why, I HADN'T NOTICED SUCH A THING! WHAT A COINCIDENCE!" his lie is easily detected with a DC 2 Sense Motive check.
King Cobra: "Yeah... calling B.S. on that."
Magneto: "Similarly, my Acolytes have bitten it big on Initiative checks and I want to save some HPs, so I don't want any Area Blasters going first. Gamesmaster, decide on a solution!"

Gamesmaster: "ahh... ahh... I have one! Divide the battlefield into quadrants! You may each deploy three of your 12 combatants in a quadrant, in an order you will roll off for. The top roller will deploy first, then the next, and the last one, until three members have taken up a quadrant. They can be placed anywhere inside it, and are free to move elsewhere during the battle. This will prevent bunching up, and enable melee fighters to see combat in the first moves of the battle. Prepare you d20s!"
Magneto: "Our what?"
King Cobra: "You know, those 20-sided dice."
Magneto: "You forget, King Cobra, that I have had sex before, and produced children. Thus, I am unaware of the existence of dice beyond those white ones with the black dots."
Gamesmaster: "Fine. You can have some of mine." He pulls out a box of old D&D stuff.
Magneto: "Wow, that's a pretty sad sight. I guess Omnipathy doesn't bring in the girls."
Gamesmaster: "Shut up. Now roll."

Magneto: "3. Damn."
Apocalypse: "10."
King Cobra: "8."

Gamesmaster: "Very well then. Apocalypse shall place first, then King Cobra, then Magneto.

TOP LEFT QUADRANT:
Anaconda, Rock Python & Boomslang (vs) Hurricane, Caliban & HardDrive (vs) Katu, Voght & Unuscione
TOP RIGHT QUADRANT:
Fer-de-Lance, Puff Adder & The Rattler (vs) Tusk, Psynapse & Deadbolt (vs) Rem-Ram, Vindaloo & Javitz
BOTTOM LEFT QUADRANT:
Bushmaster, Asp & Cottonmouth (vs) Lifeforce, Spyne & Gauntlet (vs) Senyaka, Cargill & Sven Kleinstock
BOTTOM RIGHT QUADRANT:
Diamonback, Black Mamba & Death Adder (vs) Foxbat, Dirtnap & Barrage (vs) Gargouille, Decay & Spoor

The Dark Riders are heavily spaced towards the bottom of the arena in a long line. The Acolytes are kind of decked-out in a long 'ribbon' that flows from the top of the Left side to the bottom in the middle, and a small block of three in the Top Right. The Serpent Society is more Centre-oriented (with more on the Right Centre line), as the guys in each Quadrant are all in melee range of each other, and they kind of break up the lines of everybody else. A few Serpents are also on the outskirts up on the Top side. Every single person is in melee range of several others.

Round 1 (FIGHT!):
-Rem-Ram starts, and realizes that Psynapse is the greatest threat on the Dark Riders side right now, having hurt so many Acolytes. He goes to Mind Control him, it's an (11)- he spends his very last re-roll (recognizing he's probably dead as soon as somebody spots him) to get (3+10+8=21) vs. Psynapse's save of (13). Psynapse himself re-rolls to (20)- still failing! Rem-Ram has him in his thrall barely, and commands him to attack his teammates, starting with Tusk! The new opposed roll is (23) vs. (15+4 against nature bonus), and Psynapse is still going to do it!
-Spyne is next, jumping at Sven Kleinstock (Leaping can hit a Flying target)! A Tail-based flying spin attack (19+7) is a CRITICAL HIT!! Oh, man, first hit of the game, too.... Poor bastard Sven has to save against DC 29 damage... (13+4) just ain't gonna do, so he re-rolls to a great (22), still becoming Stunned, Injured & Bruised! Sven goes flying down several feet, saving against the Knockback damage, but he's hurting bad.
-Boomslang (with boosted Initiative) goes next, and he goes for Hurricane- (19) hits the flat-footed guy, and the Serpent-Rang (again, not making that name up) does DC 19... (17) leaves him Bruised & Injured. Hurricane responds with a Burst Blast Targetted on several enemies at once: (20) is the roll to-hit, hitting Katu, Anaconda & Rock Python, but missing Boomslang. They have to make DC 24 Toughness Saves... Anaconda (21) gets Bruised & Injured. Katu & Rock Python (25 each) both save with great rolls, though Katu re-rolled on his.
-Gauntlet is next, and shoots (24) Spoor with his +6 Rifle at long-range. Spoor is Bruised & Injured after a re-roll to (19) vs. DC 21. Diamondback aims for Psynapse, recognizing his danger with this many low Will Saves around- despite him already being Mind-Controlled- and uses her Exploding Diamond (+5)! It's shortened range hits everyone in range- forcing DC 15 Reflex Saves- Unuscione, HardDrive & Tusk all easily save against the Explosion's DC 20 damage, Caliban becomes Bruised & Injured, and Psynapse makes his Reflex Save, and then re-rolls with his last HP to make a catastrophic failure (8) turn into (18), which saves to the lowered DC 17 damage! Now THAT was lucky.
-Unuscione moves to attack Tusk, anticipating the Underlings' approach, and she hits easily (24), despite Power Attacking +3, since he's flat-footed and slow anyways. (16) fails to save against DC 29 badly, so he re-rolls to (27), taking a Bruised & Injured result. Dang, all his HPs are gone already.
-Gargouille uses her HP'd Init check to lash out with a full-on Headbutt (+10) against the big Puff Adder in the center, but (14) misses. Black Mamba uses a Snare +8 on Barrage, missing with a bad roll (14), and spending an HP to get (26)- he makes a Reflex Save... and fails utterly (10), re-rolling to (10+10+4), and escaping her Darkforce Tendrils.
-Bushmaster is next, and considers going for the dangerous Gauntlet, but settles for Senyaka, seeing as how he's flat-footed and PL 10... Power Attack +3 still hits (15+9-3=21), resulting in a nasty DC 28 Save against his brutal Forearm Claws. The whip-wielding Acolyte rolls (20), re-rolling to (4+10+9=23), still leaving him Stunned, Bruised & Injured. Yeah, Initiative is definitely important- that wouldn't have hit otherwise.
-Foxbat goes for the Will-affecting Spoor with Power Attack +3, hitting (15+8-3=20) the flat-footed target, provoking a DC 26 Toughness Save! Spoor just CRUMBLES at first (6), but wisely spends his last HP to get (11+5-1=15)- and he's STILL Disabled, Stunned & Staggered! Foxbat's Bone Spur goes straight though the poop-named guy's throat! OH DAMN THE LUCK! Spoor is done!
Magneto: "CRAP! Stupid Acolytes!"
Apocalypse: "It appears that your team is in very deep Spoor already, to lose an ally so quickly."
-Caliban moves for the dangerous Unuscione first, in a battle of the hard-hitters. (20) misses, however. Anaconda is next, trying to Grapple Hurricane, but misses (14). Death Adder skips over two Stunned individuals, using his deadly poisonous tail- the human-form Dirtnap is his target- NAILS him! Oh, that's gonna leave a mark. DC 25- An amazing Natural (20) saves him from instant death! He's stilled Stunned, Bruised & Injured, though- and re-rolls to a (17) Fortitude save, losing 3 CON to become a Con 7 guy!
-Lifeforce moves in on Senyaka, barely hitting him (13) since he's prone and Stunned. He easily saves (natural 20) against her Drain Con power, though. Asp uses her Paralyze Blast 8 on Gauntlet, but misses (18). She re-rolls to (25), hitting him, but he saves (18) just barely.
-Katu fires on HardDrive, hitting easily even with Power Attack +2 (flat-footed vs. 18), but (22) saves to Bruised & Injured. Cottonmouth, of "I'm going to BITE OFF HIS HEAD!" fame, attempts to Grapple the stunned Senyaka to start his big move. He hits, Bruising the whip-user again, but Senyaka rolls (32 vs. a re-rolled 15), and easily frees himself from the grapple. Better grab at people weaker than you, Cottonmouth.
-Puff Adder is next, missing (21) Gargouille. Deadbolt fires a shot of his Bonerrang (OK, it's a Thrown Bone, and doesn't come back when he throws it, but c'mon, it needs to be called that), at Rem-Ram to save Psynapse, and pegs him with Power Attack +1 (17-1+10). Rem-Ram's awful (8) Toughness Save vs. DC 21 is BAD, BAD news, too, as he has no HPs left (as important as Initiative is, being able to re-roll crap saves matters, too), and WHAM! Just like that, the Mind Controlling mutant's Mind Control is broken and he drops Disabled to the ground, his skull cracked open and bleeding all over the arena floor. Rem-Ram is done in one hit!
Apocalypse: "Hah! Another Acolyte down! Excellent shot, Deadbolt! An excellent way to make up for terrible rolling in the last fight!"
Magneto: "Rrraaagggh! In the first round, too! You suck, Rem-Ram!"
-Fer-de-Lance is next. Sensing that Psynapse is vulnerable, she attacks, and (26) is enough for a hit! Oh crap for Psynapse- He rolls (12) to save against DC 24, and wouldn't ya know he's got no HPs left- Fer-de-Lance skewers him like a goddamn shrimp on the Barbie with her forearm claw, tearing through him and leaving him Disabled! Psynapse is done!
Magneto (snidely): "Who's going down in the first round now?"
-Vindaloo strikes with a Fire Blast +8 at HardDrive, hoping to finish what fellow Acolyte Blaster Katu started, rolling (19) and hitting. (18) vs. DC 23 fails, so he re-rolls to (8+10+6) to save himself a Stun. Amelia Voght is next, and makes the dangerous (but necessary if she wants to attack) move of Misting Tusk in melee to prevent Minion Summoning- (17) hits easily (he's a big, flat-footed lug), and he BADLY fails a Fortitude Save (3+8!) to result in him Transforming into Mist (from a DC 18 attack).
-Joanna Cargill gets her first attack, and she moves to get Bushmaster off of Senyaka- BOOOM!!! Improved Critical nets her a CRITICAL HIT with a massive running clothesline (her favourite attack)!! Hope his Toughness +9 is enough to match her DC 30 attack... yeah, no. He re-rolls (14) to (4+10+9=23), and still gets Stunned, Bruised & Injured. Yowch. He falls back several feet.
-Javitz gets the next shot, and goes for the flat-footed Rattler (likely the only thing he can hit at Attack Bonus +4), and wow, (16) BARELY hits him. Good thing he didn't Power Attack. (6) Toughness Save is disastrous, so he spends his HP to re-roll (19), still leaving him Stunned, Bruised & Injured from a powerful DC 27 attack. Wow, that means he lost his one attack after 33 guys move, and then has to wait for ANOTHER 30-odd guys! Crap luck there.
-HardDrive Teleports away from the Blasters of the Acolytes, and moves to the bottom part of the arena, shooting his +10 Laser Blast at Death Adder. (20) misses, however. Barrage goes next, taking a similar shot, but misses too (18). Rock Python hucks his Snare Egg at Hurricane, and rolls a great (25) result, nailing the bastardly wind-wielder. He rolls an awful (8) to escape the tendrils, but re-rolls to (19), and barely escapes, the metal snares nipping at his heels.
-Decay moves last, attempting his Drain Constitution effect at Dirtnap-- CRITICAL HIT!!! Oh, my. Even an HP re-roll (12+0-1 from Death Adder's Drain Con) ain't helping him, and he fails the DC 23 attack, and that's it- SSLLLLLUUURRRRPPP! Decay Drains the entirety of Death Adder's remaining health, and the Corrosion-themed mutant's life is sucked totally dry! Dirtnap is dead!
Magneto (incredulously): "DECAY killed somebody? DECAY??!?"
Apocalypse: "Truly, this is the most epic of soul-sellingly-lucky rolling for you Magnus- did you put flakes of iron in the GM's dice or something?"
Magneto: "Hell, I wish I did. But nope- apparently Decay's just awesome."

Initiative Order:
1) Rem-Ram (22) Disabled
2) Spyne (21) 2 HP
3) Boomslang (21) 1 HP
4) Hurricane (21) 1 HP Bruised/Injured
5) Gauntlet (20) 2 HP
6) Diamondback (20) 2 HP
7) Unuscione (20) 2 HP
8) Gargouille (19) 1 HP
9) Black Mamba (18) 2 HP
10) Bushmaster (18) 1 HP Bruised/Injured/Stunned by Cargill
11) Foxbat (17) 2 HP
12) Caliban (17) 2 HP Bruised/Injured
13) Anaconda (17) 1 HP Bruised/Injured
14) Senyaka (16) 1 HP 2 Bruised/2 Injured/Stunned by Bushmaster
15) Spoor (16) Bruised/Injured/Stunned/Staggered/Disabled
16) Death Adder (15) 2 HP
17) Lifeforce (14) 2 HP
18) Sven Kleinstock (14) 1 HP Bruised/Injured/Stunned by Spyne
19) Asp (13) 2 HP
20) Katu (13) 1 HP
21) Cottonmouth (13) 1 HP
22) Dirtnap (13) 1 HP Bruised/Injured/Stunned by Death Adder CON 7
23) Puff Adder (13) 2 HP
24) Deadbolt (12) 2 HP
25) Fer-de-Lance (11) 2 HP
26) Vindaloo (11) 2 HP
27) Voght (11) 1 HP Bruised/Injured
28) Tusk (11) Misted by Voght
29) Psynapse (8) Disabled
30) Cargill (8) 2 HP
31) Javitz (8) 2 HP
32) HardDrive (8) 1 HP Bruised/Injured
33) Barrage (7) 1 HP
34) Rock Python (6) 2 HP
35) The Rattler (5) 1 HP Bruised/Injured/Stunned by Javitz
36) Decay (4) 2 HP

(well, that didn't really go as expected. Oh, I expected some guys to die, especially under the protracted fire of six or seven people coming at them, but to lose four guys in the first round? And to have DECAY kill one of them? Not expected. So far, The Acolytes & Dark Riders are hurting- they've each lose two fighters, while the Serpents are now up 12-10-10 in numbers. Could this be a trend? Or will the other two team up to off some Serpents in response? Time will tell.)

Round 2:
-Apocalpyse: "SPYNE! Ignore Kleinstock and slay the Serpent Bushmaster! He is near defeat, and their team is ahead!"
Spyne moves first this time, moving on the stunned Bushmaster with Power Attack +4- (14+7-4=17), and that's enough to hit a laid-out Serpent. It's a (23) Toughness Save against DC 28- enough to Stun, Bruise & Injure him again!
-Boomslang goes for Hurricane, hitting him (23), but a (23) save easily shrugs off the Serpent-Rang. Hurricane responds with a Targetted Burst that hits three enemies- but (15) misses all of them. Gauntlet tries to finish Bushmaster with Power Attack +5 with his Knife +1 in melee. (15) still hits a Prone target, and it's a violent DC 27 stab to the chest- (12) is about to fail brutally, so one final HP is spent, getting to (10+10+7), saving right on the money. Lucky.
-Diamondback is next, sensing blood- Voght went solid! She uses Acrobatic Bluff, easily feinting (28!) an (11) Sense Motive, so this one's a Sneak Attack- (2) is horrifyingly bad, so Db. re-rolls to (8+10+11=29), easily hitting. A Sharp Diamond is thrown, hitting Voght dead-centre- an (8) fails to save vs. DC 20 (+4 Diamond plus Sneak Attack), so a (10+14+3) re-roll saves her life. That's her last one, though- she's really not built for mass-team combat.
-Unuscione goes for Puff Adder, but (18) misses. Gargouille takes her own shot, also missing (12). Damn. Black Mamba goes for Barrage again, missing again (16)- she re-rolls to (22), still missing. Foxbat goes Power Attack +2 with his Bone Spurs on Death Adder, rolling (23) and hitting! DC 25... and (22) results in Bruised/Injured.
-Caliban also goes for Voght, but misses (14), re-rolling to (25) and hitting her- A good (15+3) save vs. DC 25 still leaves her Stunned, Bruised & Injured, though, and Knockback hurts her again. Anaconda moves next, still persistently going after Hurricane (her extendo-arms let her reach him, even if he's flying). (17) misses again.
-Senyaka finally recovers, and gets to move now- and it's time for some of these suckers to pay for hurting him. Bushmaster is first, and yup, CRITICAL HIT~~. That's gonna hurt. DC 29, and B.m. rolls a (6+9-2=13)... yup. Senyaka's huge neural whip tears clean through Bushmaster's body, severing him at the waist, leaving a cybernetic tail to flop around and spew oil & gunk. Senyaka has Takedown Attack, so gets another melee attack, choosing Spyne as his next victim. (26) hits, and Spyne roll (11) vs. DC 24, wisely re-rolling to (25). But still, finally the Serpents lose one- Bushmaster is dead!
-Death Adder is next, attempting to slay Foxbat- (19+9) is ANOTHER CRITICAL HIT!! Jesus. Foxbat rolls an impressive (16+6=24), but against DC 30, that's still a Stunned, Bruised & Injured. He saves against the poison, however. Lifeforce takes a swing at Rock Python, hitting him (24). He re-rolls a (13) Fort Save against her DC 20 Drain Constitution effect to (22), saving himself a TON of hurt.
-Sven Kleinstock moves, and- oh, my- he's got four people in his Area-Cone range! DC 18 Reflex Saves for everybody! Rock Python makes his- the others don't. DC 23 damage for all but R.P., who's got DC 19. Hurricane (14), Lifeforce (18), Anaconda (20) and Python (26)- only R.P. saves totally. Anaconda takes another Bruised/Injured. Lifeforce re-rolls to (22), avoiding a Stun. Hurricane does the same, but rolls REALLY badly (1+10+5-1=15), and he's Stunned, Bruised & Injured!
-Asp runs into the massive left-side melee and attacks Gauntlet with her Paralyze +7- (15) misses badly. She re-rolls to (10+10+8), finally hitting him, but his solid Fort Save (18) protects him. Man, Asp just can't get it done in any of these fights. Katu tries to pick off the legendary Boomslang, and surpringly hits him (24)- (9) fails to save really badly, so Boomer re-rolls to (22), resulting in a Bruised/Injured. No more HPs there.
-Cottonmouth is next, and uses his grapple on Sven Kleinstock (who had to move down to use his Cone)- He hits! (24) and holds his grapple, Bruising & Injuring the Acolyte. Puff Adder is next, and attacks Gargouille- (22) hits her, and a bad save (11) is re-rolled to (23) against DC 24. Not too shabby.
-Deadbolt's Bonerrang (sorry, can't resist) misses the prone Voght with Power Attack +2 (it's that -4 to hit), and he spends an HP to re-roll, hitting her (26), and the DC 22 damage is met with a GREAT (20+4-3=21) save, leaving her just Bruised & Injured again. Lucky woman. Fer-de-Lance moves on her next, hitting her (18), doing DC 24 damage- THIS time she fails BADLY, getting (3+4-4), for a (3)... yeah, Amelia Voght is done. Failing by over 21 points, the spike on the end of Fer-de-Lance's glove separates head from body, leaving Tusk un-Misted and able to act. Amelia Voght is dead!
-Vindaloo attempts to do away with the obviously powerful Fer-de-Lance (who's taken out two people so far), blasting her with +2 Power Attack- (15+8-2=21) barely misses, and he re-rolls to another miss.
-Tusk is finally free to act, and sure enough, he spawns three Underlings! One of 'em is going FIRST next turn- another, near last. Cargill rushes Cottonmouth, who's about to bite off her teammate Sven's head, hitting him (22), and he rolls (18) to save, which is bad- his last HP goes to get (2+10+8=20), still leaving him Stunned from the DC 25 punch. He drops Sven and goes barreling across the floor.
-Javitz moves, and though his target Rattler was un-attacked despite being Stunned (part of the problem with a giant melee is that people get left out and forgotten, even if vulnerable :) ), goes to hit him and misses (14). He re-rolls to (17) and still gets air. HardDrive shoots at Black Mamba, missing (15). Barrage's own Targetted Blast... Yeah, CRITICAL HIT!! DC 30 Blast, and she's hit bad, having only a +3 Toughness Save. (22) is an amazing roll, though, and she only gets Stunned, Bruised & Injured from it.
-Rock Python uses an Acid Egg on the Stunned Hurricane at point-blank range (to avoid a -4 Prone), hitting despite a bad roll (15). Hurricane barely makes the DC 16 Fort Save (16), but (11) Toughness falters against DC 21, leaving him Disabled! The acid burns through his face, melting his goggles into his flesh, and he writhes in agony. Hurricane is done!
-The Rattler moves away from the attacking Javitz, and uses his Vibration Control Blast from afar, striking the big galoot (22) easily with Power Attack +3, and the DC 27 attack meets a (13) save, and Javitz spends his last HP re-rolling to (21), still leaving him Stunned, Bruised & Injured.
-Decay moves last, and he decides to hurt Death Adder with the Dark Riders in a big team-up, realizing the PL 10 guy is the most dangerous. (18) misses, though- an HP spent (since he's dead if he gets hit anyways) makes a nice (26), actually hitting the Serpent! Drain Con +8, but a (23) save easily protects Death Adder.

Results for Round 2:
Initiative Order:
xx) Underling 3 (22)
2) Spyne (21) 1 HP
3) Boomslang (21) Bruised/Injured
4) Hurricane (21) 2 Bruised/2 Injured/Stunned by Sven
5) Gauntlet (20) 2 HP
6) Diamondback (20) 1 HP
7) Unuscione (20) 2 HP
8) Gargouille (19) Bruised/Injured
9) Black Mamba (18) 2 HP Bruised/Injured/Stunned by Barrage
10) Bushmaster (18) 2 Bruised/2 Injured (dead)
11) Foxbat (17) 2 HP Bruised/Injured/Stunned by Death Adder
12) Caliban (17) 1 HP Bruised/Injured
13) Anaconda (17) 1 HP 2 Bruised/2 Injured
xx) Underling 2 (17)
14) Senyaka (16) 1 HP 2 Bruised/2 Injured
16) Death Adder (15) 2 HP Bruised/Injured
17) Lifeforce (14) 1 HP Bruised/Injured
18) Sven Kleinstock (14) 1 HP Bruised/Injured
19) Asp (13) 1 HP
20) Katu (13) 1 HP
21) Cottonmouth (13) Bruised/Injured/Stunned by Cargill
23) Puff Adder (13) 2 HP
24) Deadbolt (12) 1 HP
25) Fer-de-Lance (11) 2 HP
26) Vindaloo (11) 1 HP
27) Voght (11) 4 Bruised/4 Injured (dead)
28) Tusk (11) Misted by Voght
30) Cargill (8) 2 HP
31) Javitz (8) Brusied/Injured/Stunned by Rattler
32) HardDrive (8) 1 HP Bruised/Injured
33) Barrage (7) 1 HP
xx) Underling 1 (7)
34) Rock Python (6) 2 HP
35) The Rattler (5) 1 HP Bruised/Injured
36) Decay (4) 2 HP

(Not a bad round for most of the teams, but the Acolytes lose another member, and the Serpents finally drop one in the powerful Bushmaster. Tusk is now free to act with his Underlings also.)

Round 3:
-Underling 3 rolled REALLY good Init., so he goes for Fer-de-Lance, but misses (natural 1). Spyne attempts to kill Senyaka with Power Attack +1, but rolls (15) and misses. Boomslang swings for Sven Kleinstock and barely misses (19). Gauntlet tries to break the bad-aim trend here, and moves to stab Asp, but misses badly again (11). Is there something in the water, here? Frustrated, he spends an HP to re-roll, getting (23) and STILL missing.
-Can Diamondback actually hit something? She finds just the right spot for an Exploding Diamond +5, and chucks it- nailing 4 guys and all three Underlings! Reflex Saves vs. DC 15... Vindaloo is the only one to make it. So he's got DC 17, the rest DC 20. Katu (17), Vindaloo (9), Tusk (20), Underling 1 (10), 2 (22), 3 (21), Caliban (23). Caliban saves. Katu, Tusk & Underlings 2 & 3 are Bruised & Injured. Underling 1 is simply vaporized by the Blast, being torn to shreds because the Underlings suck (except for when they roll awesome). Vindaloo spends his last HP re-rolling to (23) and saving his skin. Nice attack from ol' Rachel- you don't often get Area Attacks in melees this big.
-Unuscione uses Power Attack +3 on Puff Adder, and (23-3) manages to hit him just barely. (23) is an impressive save against DC 29, but he re-rolls to avoid the Stun, but just gets the same result. He's Stunned, and in trouble. Gargouille uses her own Power Attack +5 since she's in melee with the big guy, too- (11) only hits because he's down, however. (11+8-1=17), and her DC 30 attack easily drives clean through- his last HP getting the same result, and Gargouille's horns pierce Puff Adder's chest, deflating him like a balloon, and killing him. Puff Adder is dead!
Magneto: "Excellent! Now both of you are among my top fighters- slay the other Serpents!"
-Caliban skips over two Stunned individuals, and goes for Fer-de-Lance, hitting (23), and doing DC 24 damage. She gets Bruised & Injured. Anaconda decides to make it a Bitch-Off with Joanna Cargill of the Acolytes, and rolls (22), missing. Underling 2 tries to get even with Diamondback, rolling an insane (25) to hit, and actually getting her! A Defensive Roll enables a (16) save vs. DC 19, making her Bruised & Injured.
-Senyaka's turn again. He continues the fight with Spyne, but misses badly (12). Death Adder goes to kill Foxbat (who recovered from his Stun without being hit again), and hits him (23). (14) fails BAD, so he re-rolls to a natural (20+6), saving just barely, but loses the Fort Save vs. Poison, re-rolling to (17) and still dropping 3 CON. Lifeforce drains Sven Kleinstock to avoid another Cone Blast (23), but another good Fort Save (22) protects him. She just can't Drain ANYBODY today.
-Sven's next move is, of course, another Cone, hitting three. All fail Reflex Saves, and save vs. DC 23: Lifeforce (10), Cottonmouth (28!!), Rock Python (21). Python is Bruised, Cottonmouth saves BIG-TIME, and Lifeforce re-rolls her last HP to (15), still not enough, and she's Stunned, Bruised & Injured.
-Asp fires Paralyze +7 against Gauntlet again, missing (18). Katu fires on Tusk with Power Attack +2, but misses thanks to that (16). Deadbolt uses his Bonerrang (hee hee), on Diamondback again, but still misses (20). Fer-de-Lance Power Attacks +3 on Tusk, but a natural (1) ain't hitting anybody. A re-roll nets her (20), and she hits him- DC 27 vs. (21), and he's Stunned, Bruised & Injured!
-Cargill counter-attacks against Anaconda, re-rolling a miss (12) into (22). (12) brutally fails as a save, so Ana spends her last HP to get (19), still getting Stunned, Bruised & Injured. Ouch. HardDrive moves into melee on Black Mamba, but amazingly MISSES A PRONE TARGET AT POINT-BLANK with a (1+8=9) vs. DC 12! Her Stun wears off next guy, so he re-rolls to a hit (27), and (4) is re-rolled to (18), still becoming Stunned, Bruised & Injured again!
-Barrage targets his Cone Blast on Death Adder & Decay (getting into melee to do it), and rolls (20)- only hitting Decay. Decay re-rolls a (4) to (16) to save vs. DC 25, becoming Stunned, Bruised & Injured.
-Rock Python uses a Snare Egg on Sven Kleinstock, but misses- re-rolling to (30), hitting nicely. (15) Reflex save vs. DC 18, and Sven's entangled. The Rattler, amazed nobody went after Javitz while he was stunned, is forced to use the same attack again (11+8-3 power Attack=16), but this time it misses.

End of Round 3:
Initiative Order:
xx) Underling 3 (22) Bruised/Injured
2) Spyne (21) 1 HP
3) Boomslang (21) Bruised/Injured
5) Gauntlet (20) 2 HP
6) Diamondback (20) 1 HP Bruised/Injured
7) Unuscione (20) 2 HP
8) Gargouille (19) Bruised/Injured
9) Black Mamba (18) 1 HP 2 Bruised/2 Injured/Stunned by HardDrive
11) Foxbat (17) Bruised/Injured CON 19 (-1)
12) Caliban (17) 1 HP Bruised/Injured
13) Anaconda (17) 3 Bruised/3 Injured/Stunned by Cargill
xx) Underling 2 (17) Bruised/Injured
14) Senyaka (16) 1 HP 2 Bruised/2 Injured
16) Death Adder (15) 2 HP Bruised/Injured
17) Lifeforce (14) 2 Bruised/2 Injured/Stunned by Sven
18) Sven Kleinstock (14) 1 HP Bruised/Injured Entangled (-2 Attack/Defense)
19) Asp (13) 1 HP
20) Katu (13) 1 HP Bruised/Injured
21) Cottonmouth (13) Bruised/Injured/Stunned by Cargill
23) Puff Adder (13) 1 HP Bruised/Injured/Stunned by Unuscione (dead)
24) Deadbolt (12) 1 HP
25) Fer-de-Lance (11) 2 HP Bruised/Injured
26) Vindaloo (11)
28) Tusk (11) 2 Bruised/2 Injured/Stunned by Fer-de-Lance
30) Cargill (8) 1 HP
31) Javitz (8) Brusied/Injured/Stunned by Rattler
32) HardDrive (8) 1 HP Bruised/Injured
33) Barrage (7) 1 HP
xx) Underling 1 (7) (dead)
34) Rock Python (6) 2 HP Bruised/Injured
35) The Rattler (5) 1 HP Bruised/Injured
36) Decay (4) Bruised/Injured/Stunned by Barrage

(Puff Adder goes down, and we lose an Underling. Not much going on this round, but a TON of people are Stunned, entangled or otherwise badly injured, and more fatalities are soon to come.)

Round 4:
-Underling 3 strikes at Katu, but badly misses (8). Spyne re-rolls (13) into (18) and still misses Senyaka. Boomslang goes for Gauntlet at range with a Serpent-Rang, but ALSO misses. What IS it with this first group of guys? Gauntlet responds with a Power Attack +2 with his +6 Rifle. Thank God- (27) hits EASILY, and Boomer rolls (15) to save vs. DC 23, and he goes down, Stunned, Bruised & Injured.
-Diamondback can't use another Exploding Diamond now that everyone's in melee and touching, so she goes to save Black Mamba from HardDrive instead. Throwing Diamond +4- Acrobatic Bluff fools him and he loses his Dodge Bonus (even with the -5 making it a move action), leaving her with DC 21 damage- but a crappy roll still misses. She re-rolls her last HP to make it a hit (19). (19) lets him go to Bruised & Injured again.
-Unuscione makes a drive for Tusk, aided by the other Acolytes, now making up a central core. Power Attack +5 (16+9-5=20) hits the Stunned Tusk easily, and he rolls (19) vs. DC 31 damage, leaving him Disabled, Stunned & Staggered!! His Underling Minions falter away and flee/die when their master falls, as Unuscione's rampaging Exoskeleton merely grabs him in it's grip and bites his head- causing near-lethal damage! He survives, but he's done. Tusk is done!
Apocalypse: "DAMN THE GODS!! That took out THREE fighters with ONE blow!"
Magneto: "Hahahahah!! Behold the might of the Acolytes! Not ALL of them are lame jobbers!"
-Gargouille follows Unuscione into combat, lashing out at Fer-de-Lance- (16) misses, though. Foxbat lashes out at the increasingly-scary Death Adder, hitting him (22) barely, and (22) Toughness saves vs. DC 23 enough to get another Bruised/Injured. Caliban reacts to the Acolyte surge by striking Unuscione with Power Attack +3. (25) hits, and a bad save (19) is re-rolled to (31), saving her handily.
-Senyaka is next, and decides to finish off Anaconda (who's stunned), aiding Cargill. Wow, Natural (1) still allows a hit, because she's Prone. Good thing he didn't Power Attack. (23) saves vs. DC 24 enough to get another Bruised/Injured. Death Adder, sick of being TRIPLE-teamed by this point, goes for Barrage (the most dangerous), but misses (13). A re-roll nets him (24), hitting barely. Barrage's (13) fails badly, so he spends an HP to get (20), still becoming Stunned, Bruised & Injured. He loses 1 Con to the poison. The stun result allows for a Takedown Attack on Foxbat, and (26) hits him. A good (21) results in Bruised & Injured again, but a BAD failure against the Poison nets him an (8) vs. DC 20 poison, dropping him down to CON 8. That's REALLY awful.
-Sven is entangled by a Snare, but avoids trying to escape to do more damage. Another Cone on the same area (most guys were Stunned in this span). Lifeforce & Cottonmouth fail Reflex Saves, and now vs. DC 23, Lifeforce (13) & Cottonmouth (12). Oh, those are bad. REALLY bad. Especially since they've spent all their HPs. That's right, SVEN KLEINSTOCK of all people has just Disabled two characters with one Blast. Lifeforce and Cottonmouth are melted alive in a Plasma Blast storm!! Cottonmouth & Lifeforce are done!!
King Cobra: (jaw drops) "Did... did SVEN KLEINSTOCK just kill two of our guys?"
Apocalypse: (staring) "I believe so."
Magneto: (smirks)
-Asp is next, and shoots for Sven in revenge for his apparently bad-ass nature. (18) BARELY misses (he's DC 19 thanks to being entangled), but she re-rolls to a hit. DC 17 Fort Save, (15) fails and he's slowed. Yeah, lots of status affecters on this guy now. Katu is next, and shoots at Gauntlet from afar, (22) missing. A re-roll nets him no better (21). Deadbolt goes to finish Black Mamba, striking her in melee while she's Stunned. He fires a bone at her (wow, that sounds dirty) in Melee, but a (19) saves vs. DC 20 enough to just get Bruised & Stunned again.
-Fer-de-Lance now faces a half-dozen Acolytes, so she runs off and nails Katu to get out of the melee. She re-rolls a miss, but still falters at (21). Vindaloo chases her down, (21) missing since he's firing into melee. Cargill attempts to kill Anaconda again with Power Attack +2, and a great (18+10-2=26) beans her with an uppercut, and (12) ain't gonna save against that-- Anaconda takes it RIGHT on the chin, the impact of a DC 27 attack leaves her Unconscious & Dying, as teeth shatter all over the place! Anaconda is done! Javitz' turn, as he goes for Rattler again. He misses badly (9). HardDrive shoots at Black Mamba point-blank again, but she dodges now that she's not stunned anymore.
-Rock Python uses an Acid Egg on the dangerous Kleinstock, and (15) tragically misses the DC 18 shot against the rapidly-slowing Acolyte. An HP spent gets him (21), and that's enough- Kleinstock has to save against Corrosion +6... (10) Fort fails badly, and he HPs to (15) to drop to CON 13. Against DC 21 damage, though- he rolls (7+4-2) from his lowered Con & Injured status, and (9) ain't gonna do it. As quickly as he messed up the opposition, Sven Kleinstock goes down in an acid-fueled agonizing Disabled status, burned horribly by the corrosive chemicals. Sven Kleinstock is done!
-Rattler tires of using the same damn attack in all these battles because it's +9 in damage- he goes for Nauseate instead! Javitz gets hit by a (28), and has to make his Fort Save... (17) is impressive, resulting in a "Sickened" (-2 to Attacks & checks). Decay goes last, having recovered. Since Barrage is stunned, he moves on him, figuring him to be an easy target- he hits (25) easily, and the Drain Con DC 18, but Barrage rolls (22) and actually saves!

End of Round 4:
Initiative Order:
xx) Underling 3 (22) Bruised/Injured (disabled)
2) Spyne (21)
3) Boomslang (21) 2 Bruised/2 Injured/Stunned by Gauntlet
5) Gauntlet (20) 2 HP
6) Diamondback (20) Bruised/Injured
7) Unuscione (20) 1 HP
8) Gargouille (19) Bruised/Injured
9) Black Mamba (18) 1 HP 3 Bruised/3 Injured
11) Foxbat (17) Bruised/Injured CON 8 (-4)
12) Caliban (17) 1 HP Bruised/Injured
13) Anaconda (17) 4 Bruised/4 Injured (dying)
xx) Underling 2 (17) Bruised/Injured (disabled)
14) Senyaka (16) 1 HP 2 Bruised/2 Injured
16) Death Adder (15) 2 HP 2 Bruised/2 Injured
17) Lifeforce (14) 2 Bruised/2 Injured/Stunned by Sven (disabled)
18) Sven Kleinstock (14) 1 HP Bruised/Injured Entangled/Slowed (-3 Attack/Defense, -1 Reflex) CON 13 (-1) (disabled)
19) Asp (13) 1 HP
20) Katu (13) Bruised/Injured
21) Cottonmouth (13) Bruised/Injured (disabled)
24) Deadbolt (12) 1 HP
25) Fer-de-Lance (11) 1 HP Bruised/Injured
26) Vindaloo (11)
28) Tusk (11) 2 Bruised/2 Injured/Stunned by Fer-de-Lance (disabled)
30) Cargill (8) 1 HP
31) Javitz (8) Brusied/Injured Sickened (-2 Attack/Checks)
32) HardDrive (8) 1 HP 2 Bruised/2 Injured
33) Barrage (7) Bruised/Injured/Stunned by Death Adder CON 19 (-1)
34) Rock Python (6) 1 HP Bruised/Injured
35) The Rattler (5) 1 HP Bruised/Injured
36) Decay (4) Bruised/Injured/Stunned by Barrage

(Well, that didn't go like I thought it would. Unexpectedly, Unuscione does away with Tusk in one single punch- proving why HPs are so important. That one shot took out not only Tusk, but his Underlings, who added two extra attacks to the Dark Riders' side. And then SVEN KLEINSTOCK of all people wipes out Lifeforce & Cottonmouth in one go. And then HE goes down! Then Anaconda, a Serpent powerhouse, goes down to some lucky punches from Joanna Cargill. As it stands, we have 8 Acolytes, 7 Dark Riders, and 8 Serpent Society members left. This leaves the Acolytes slightly ahead, when their best two members are fresh as daisies. What a crazy fight so far.)

Round 5:
-Spyne goes for Senyaka again, sensing weakness. The weakness doesn't extend to defense, and DC 24 beats (22). Gauntlet shoots at Rock Python with Power Attack +1, and (20) hits. (15) vs. DC 22 fails, so his last HP goes to a (27) re-roll. Diamondback chucks an Exploding Diamond northwards, hitting four fighters! DC 15 Reflex Saves... all but Caliban make it. But Caliban's Impervious +8 (something I need to make sure I check more often), and Unuscione (22), Vindaloo (17) & Gargouille (9) roll vs. DC 17. That leaves Gargouille Stunned, Bruised & Injured!
-Unuscione ignores that, Power Attacking Caliban +3- (21) barely misses, though. Black Mamba uses her Snare on HardDrive, but misses (15). Foxbat uses Power Attack +2 on Death Adder, and hits (24)! (11) fails badly, but he's been saving his HPs, and Adder saves to (18) vs. DC 25- ooh, still Stunned. Caliban strikes back against Unuscione with PA+2, hitting with (22). (17) fails vs. DC 27 big-time, so she uses that last saved HP to get (8+10+12=30).
-Senyaka uses his Whips on Gauntlet this time, but misses (12). Asp Blasts Cargill with her Paralyze +7, also missing (15). Katu fires on Fer-de-Lance, hitting on the money (22), but a (27) save easily makes it vs. DC 23. Deadbolt attacks the Stunned Gargouille, rolling (20) vs. DC 19 (she's prone at range, but Stunned). A bad (10) save vs. DC 20 results in her going Disabled!! Wow, DEADBOLT beat somebody! Gargouille is done!
-Fer-de-Lance goes for Unuscione with Power Attack +3- (18) missing. Vindaloo fires on Caliban with a Blast, hitting (24). (16) is re-rolled to (26) to save. Cargill rushes Gauntlet but misses badly (12). Tired of missing, she spends her last HP to get (26) and finally nails him- (11) vs. DC 25 fails miserably, but he was saving his last HP for this, and gets Bruised & Injured after a (21).
-Javitz, despite being Sickened, goes for Rattler again, missing (10). HardDrive shoots at Black Mamba, doing the same. Barrage moves on the stunned Death Adder, using an Aimed Blast Cone on him and Decay. (16) misses Decay, but D.A. is hit! (16+7-3=20), so D.A. re-rolls his last HP to.. no better. He's Stunned again.
-Rock Python goes next, and throws his Snare Egg at Spyne- it hits! (15) fails, and he's Entangled. Rattler goes to Blast Javitz again with Power Attack +3, and (11) misses. Decay's going last, and goes to Drain Death Adder. CRITICAL HIT!! DC 23 Drain Con, and (17) fails enough to drop him to CON 10! The Vampiric Extra on the Drain allows Decay to recover from his own damage.

Round 5 Results:
Initiative Order:
2) Spyne (21) Entangled (-2 attack/defense)
3) Boomslang (21) 2 Bruised/2 Injured
5) Gauntlet (20) Bruised/Injured
6) Diamondback (20) Bruised/Injured
7) Unuscione (20)
8) Gargouille (19) 2 Bruised/2 Injured/Stunned by Diamondback (disabled)
9) Black Mamba (18) 1 HP 3 Bruised/3 Injured
11) Foxbat (17) Bruised/Injured CON 8 (-4)
12) Caliban (17) Bruised/Injured
14) Senyaka (16) 1 HP 2 Bruised/2 Injured
16) Death Adder (15) 4 Bruised/4 Injured/ Stunned by Barrage CON 10 (-3)
19) Asp (13) 1 HP
20) Katu (13) Bruised/Injured
24) Deadbolt (12) 1 HP
25) Fer-de-Lance (11) 1 HP Bruised/Injured
26) Vindaloo (11)
30) Cargill (8) 1 HP
31) Javitz (8) Brusied/Injured Sickened (-2 Attack/Checks)
32) HardDrive (8) 1 HP 2 Bruised/2 Injured
33) Barrage (7) Bruised/Injured CON 19 (-1)
34) Rock Python (6) Bruised/Injured
35) The Rattler (5) 1 HP Bruised/Injured
36) Decay (4)

(only Gargouille went down this turn, which was rather uneventful, but a tough break for the Acolytes.)

Round 6:
-Spyne wastes an action getting rid of the Snare on him, ripping Rock Python's metal coils to shreds. Boomslang has a shot at Senyaka, and Power Attack +2... misses (18). Gauntlet fires at Senyaka as well, using PA+2 as well. (25) actually hits, though- Senyaka's (18) vs. DC 23 actually nets him a Stunned condition! Ouch. He re-rolls to (20), still being Bruised. Diamondback goes for HardDrive with her Sleep Diamond, but misses badly (1).
-Unuscione tries to hit Fer-de-Lance, but (21) misses. Black Mamba tries to Ensnare HardDrive, but he makes a Reflex Save (22!) once it hits. Foxbat now has a shot at the Stunned Death Adder, going PA+5- (4+8-5=7) ,and he MISSES! Oh man, that sucks. Caliban swings at Unuscione with PA+2, but misses. Senyaka lashes out at Gauntlet, also missing badly (12). Asp aims a Paralyze Blast +6 (remember, it Fades) at Spyne- (17) misses. Katu shoots at The Rattler, also missing. Wow, nobody can hit today. Deadbolt fires at Javitz PA+2, hitting him (23), and Javitz rolls (17-1=16) vs. DC 22, becoming Stunned!
-Fer-de-Lance Power Attacks Unuscione +3, and it's a CRITICAL HIT!! Man, Improved Critical is the best Feat ever. (19+9-3) still hits easily, and provokes a DC 32 save. Carmella rolls (23) overall, and that's not nearly enough. She's Stunned, Bruised & Injured! Oh man, that knocks off her FORCE FIELD! She's totally screwed unless her teammates save her!
-Vindaloo risks it all to save the team's best fighter, rushing into Melee to strike Fer-de-Lance point-blank with a Blast. (23) hits, and a DC 25 save results in a Bruised/Injured (21). Cargill is next, and tries to nail Gauntlet once and for all. She misses, and blows a re-roll still missing. Nuts. HardDrive sees his chance on Javitz, and moves in to finish him off- Melee Range Laser Blast, Power Attack +5, and it's a (4+8-5=7), which ACTUALLY MISSES. He re-rolls that epic fail into (8+10+8-5=21), which hits. Javitz rolls (15) to save vs. DC 30, and yup, he's Unconscious & Dying. Finally he goes down. Fort Save fails, the Laser Blast succeeds in carving him up like a Christmas Turkey. Javitz is dead!
-Barrage tries to finish off Death Adder (who's no longer stunned since everybody missed him). (20) misses. Rock Python sees a chance to throw his Area-Burst Plastic Explosives Egg at Gauntlet! The Blast hits four people- all trying DC 15 Reflex Saves, but only Senyaka makes it. He's vs. DC 17, the rest DC 20. Senyaka (14), Cargill (20), Spyne (26!) & Gauntlet (12). Senyaka is Injured again, and Gauntlet's bad failure (and lack of HPs) means he FINALLY takes some damage, becoming Stunned! Go Rock Python!
-The Rattler goes to save Death Adder, striking Barrage with a Vibration Control- (21) misses! He re-rolls to (24) and nails him! A great (21) save protects him from the worst of it, and Barrage is merely Bruised & Injured again! Decay moves last, trying to finish Death Adder. He misses (18).

(Round 6- Only Javitz goes down, but there's a TON of Stunned people all over the place. It's Dark Riders 7, Serpents 7, Acolytes 6)
Round 7:
-Spyne gets to move, lunging at Senyaka- (16) missing. Boomslang goes for the Stunned Gauntlet, who's been annoyingly hard to hit all fight, and with a point-blank Serpent-Rang (PA'd +3)- (18) hits the downed green guy. DC 22, and Gauntlet blows the roll! (10) is off by so much that he becomes Disabled! Boomslang succeeds in cracking Gauntlet's head open, sending green brains of the one Dark Rider considered cool enough to survive the massacre that took the rest of his team in the comics! Gauntlet is done!
-Diamondback fires another Sleep Diamond at HardDrive, and this one actually hits (25)! He rolls Fortitude... (13), failing by 2 points- he's Dazed! His last HP goes to re-rolling that to a success! Black Mamba runs in an Ninja-Kicks him for good measure (Power Attack +2)- CRITICAL HIT!! DC 23 only (she's not very strong), and he rolls an impressive (17+6-2=21), taking another Injured result.
-Foxbat moves to kill Death Adder- CRITICAL HIT!! (two in a row? Well, it was 20 & 19 with Improved Crit) That'll likely do it. D.A. rolls an impressive (18+7-7=18) against DC 28, and that's enough to Disable him, FINALLY. Death Adder took about six or seven direct hits there, but he finally went down to a Bone Spur. Death Adder is done!
-Caliban gets to move, and he chooses (wisely), the Stunned, Field-less Unuscione. Power Attack +3, and he rolls (8+8-3=13), barely hitting her. She's only Toughness +2, so (11) isn't gonna protect her much against DC 28, and yep, just like that, Caliban squashes her head like a bug, splattering brains all over his fist! Unuscione is dead!
Magneto: "NNNNOOOOOOOOOOOOO!!!!! My best warrior!"
Apocalypse: "Just like that! Prove your worth, my Riders of the Storm!"
-Senyaka is next, and opts to kill Rock Python before he can throw another Grenade thing. (16) misses, however. Asp goes to Paralyze +6 Spyne, missing (14). Katu fires on Caliban for slaying the Acolytes' leader (Power Attack +2), but (18) misses. Deadbolt misses Diamondback, spending his last HP to miss again. Fer-de-Lance turns her attentions to Vindaloo, hitting him (24)- (9) vs. DC 24 fails big-time. No HPs left means that Vindaloo's head is torn off by the force of her punch! Vindaloo is dead!
-Cargill, one of the last Acolytes left now, goes for Spyne (Power Attack +2)- she misses AGAIN (14). Poor lady. HardDrive shoots & misses at Mamba. Barrage turns his Cone Area Blast to Mamba & Diamondback, Rachel making her Reflex Save. She's vs. DC 20, Mamba vs. DC 25. Rachel rolls an amazing (19+5=24) to save entirely, Mamba (14) failing, but re-rolling to (23) and taking a Bruised/Injured.
-Rock Python is still in business- and throws a Corossive Egg at Senyaka, missing. Rattler uses his +9 Shockwave AP on Foxbat & Decay. The Area Burst provokes a DC 19 Reflex save, both failing. DC 24 damage, and Foxbat (18- thanks to all the Draining going on), Decay (1- no really). Foxbat is Stunned, but Decay is flat-out DEAD- The Shockwave Burst completely tears him to shreds, wailing in old-man agony as he dies. Decay is dead!

End of Round 6 & 7:
Initiative Order:
2) Spyne (21)
3) Boomslang (21) 2 Bruised/2 Injured
5) Gauntlet (20) 2 Bruised/2 Injured/Stunned by Rock Python (dead)
6) Diamondback (20) Bruised/Injured
7) Unuscione (20) Bruised/Injured/Stunned by Fer-de-Lance (dead)
9) Black Mamba (18) 4 Bruised/4 Injured
11) Foxbat (17) Bruised/Injured CON 8 (-4)
12) Caliban (17) Bruised/Injured
14) Senyaka (16) 3 Bruised/3 Injured
16) Death Adder (15) 4 Bruised/4 Injured/ Stunned by Barrage CON 10 (-3) (dead)
19) Asp (13) 1 HP
20) Katu (13) Bruised/Injured
24) Deadbolt (12)
25) Fer-de-Lance (11) 1 HP 2 Bruised/2 Injured
26) Vindaloo (11) (dead)
30) Cargill (8)
31) Javitz (8) Brusied/Injured Sickened (-2 Attack/Checks)/ Stunned by Deadbolt (dead)
32) HardDrive (8) 1 HP 3 Bruised/3 Injured
33) Barrage (7) 2 Bruised/2 Injured CON 19 (-1)
34) Rock Python (6) Bruised/Injured
35) The Rattler (5) 1 HP Bruised/Injured
36) Decay (4) (dead)

(And things go from bad to worse for the Acolytes. Some SERIOUSLY unlucky rolling has left Unuscione dead as a doornail, and Javitz, Vindaloo & Decay all followed her into the hereafter. We now sit with 4 Acolytes, 7 Serpents, and 6 Dark Riders.)

Round 8:
-Spyne brawls with Cargill, trying to rid the battlefield of another Acolyte, but still misses (23). Boomslang goes for Katu, missing (12). Diamondback misses Barrage (17) with a Sharp Diamond. Black Mamba tries her own attack on him, hitting (26), provoking a DC 18 Reflex Save. (17) leaves him Entangled and Suffocating. Foxbat misses Rattler (9). Caliban goes for Fer-de-Lance, (24) hitting. (26) protects her, though. Senyaka lashes out at Rock Python again, succeeding (27)- The DC 24 attack gets a (13), which is REALLY unlucky. Rock Python goes down, suffering a horrible whiplash to his face, slicing his helmet in two! He's Disabled! Rock Python is done!
-Asp fires a Paralyze Blast at Senyaka in revenge, hitting (26)- (20) Fortitude saves him, though. Katu misses Boomslang. Deadbolt misses Diamondback. Fer-de-Lance goes for Caliban, Power Attack +2 getting (17+9-2=24), hitting him! DC 26, and he rolls (23), becoming Bruised & Injured again.
-Cargill strikes at Spyne with Power Attack +2, but (16) misses. HardDrive misses Black Mamba (21). Barrage spends the round getting out of the Snare. Rattler goes last, and shoots at Foxbat- (15) misses.

(Serpents & Riders are tied 6 each, with 4 Acolytes left.)
Round 9:
-Spyne misses Cargill (20), and Boomslang does the same to Katu. Diamondback also catches air on HardDrive. Mamba kicks at Barrage, but misses. Foxbat attacks Rattler, finally hitting. DC 23, but (23) saves on the money. Caliban misses Fer-de-Lance. Senyaka misses Spyne. Asp misses Senyaka in turn. Katu shoots at Foxbat, hitting him (24)- DC 23... OHHHHHH!! Foxbat rolls a critical fumble (1), and that means he's dead as a doornail, what with all his injuries. Katu's Blast fires straight through him, leaving a giant smoking hole in his torso! Foxbat is dead!
-Deadbolt gives up on the fast girls, and Throws a Bone at Rattler- (18) misses. Fer-de-Lance strikes at HardDrive (who looks like an easier target), and misses. Cargill avoids the trend of missing big-time with a CRITICAL HIT on Spyne!! (13) is a horrible failure vs. DC 30, and he too becomes Unconscious & Dying! A big Kick to the gut shatters his ribcage and leaves him coughing up kidneys! Spyne is done! HardDrive shoots at Fer-de-Lance, missing. Barrage.... uh-oh. He finds SIX people caught in his Cone Area Blast. Aw, but he misses badly with (10), not hitting ANYONE. Shot wide there, buddy. Rattler wisely chooses to finish him off (THAT attack would've been DEVASTATING). And hits him with a CRITICAL HIT with his Vibration Control!! Holy crap! DC 29 damage, and Barrage rolls a great (19+5-3=21), only becoming Stunned instead of vaporized instantly.

(That was the worst round of combat ever- with like 100 misses, but Foxbat and Spyne are dead- hurting the Riders BADLY. Now the Serpents are way ahead).
Round 10:
-Boomslang is now first in the Order, aiming for Katu. (22) hits, and (12) vs. DC 19 nets Katu a Stunned result! Diamondback goes for a melee attack on the Stunned Barrage, using her Sharp Diamond. She rolls badly (12), but still hits him while he's down. He rolls a (24) to save AGAIN, but -3 Injured and -2 Defensive Roll mean he gets Injured. Black Mamba tries her own shot, hitting, but Barrage rolls (16+3-4=15) vs. DC 16, and he's Injured again.
-Caliban is next, and goes for Fer-de-Lance and misses. Senyaka runs to the right side, where all the remaining fighters are. Asp follows, missing him with a Paralyze Blast. Deadbolt hits Rattler (23), and it's DC 20 vs. (13)- Rattler spends his last HP to get (23) luckily. Fer-de-Lance goes to finish Barrage with Power Attack +5- and MISSES! A natural 3 isn't enough! Cargill moves right.
-HardDrive fires at Rattler, but misses. Rattler goes to the un-Stunned Barrage, and misses with another Tail attack.

(Huh, nothing really happens, as Barrage proves impossible to hurt.)

Round 11:
-Boomslang goes for Katu again, but misses. Diamondback sees an opportunity, and chucks her Exploding Diamond at a crowd of Acolytes. DC 15 Reflex Saves, and they all make them! So it's DC 17 damage... Katu (11), Senyaka (15), Cargill (16). Katu is Stunned again! Senyaka is Injured again, and Cargill saves.
-Black Mamba tries to jump-kick Barrage with PA+2, and hits him (24)! This time he only rolls (10+3-5 Injured=8) vs. DC 18, and he's Disabled. FINALLY! Black Mamba cracks his head open on the floor! Barrage is done!
-Caliban goes next, still trying on Fer-de-Lance. (28) hits! (23) vs. DC 25 results in another Injured result. Senyaka goes for Boomslang (only guy in range), missing (16). Asp hits Katu with a Paralyze +6, but he saves (17). Deadbolt misses Mamba (23) barely. Fer-de-Lance misses HardDrive (19). Cargill divebombs Rattler- (28) hits! (17) vs. DC 25 fails big-time, and he's Stunned! HardDrive moves last now, shooting at Senyaka- (1) misses.

(Barrage finally goes down, and more guys are hurting. It's 6 Serpents vs. 3 Acolytes & 3 Dark Riders.)

Round 12:
Magneto: "Quickly! There's so few of you left! Ally with the Dark Riders against the Serpents!"
Apocalypse: "Agreed! They must not be allowed to win the Tournament of Suck!"
-Boomslang hears this, and goes for Senyaka. He hits him (26), provoking a DC 19 save, and (14+9-4=19), right on the money, saves. Diamondback throws a Sharp Diamond at HardDrive- (24) hits him, and (5+6-3=8) fails REALLY badly, so he uses his one last HP to get 18 and another Injured- but then I checked my notes, and he already spent that HP! Yup, he's stuck with 8 vs. DC 19, and that sends the Sharp Diamond flying right in through his eye, slicing into his brain! HardDrive is dead!
-Black Mamba goes to Snare Deadbolt, but misses. Caliban hits Fer-de-Lance again (24), and she messes up the save- (7+9-3=13)! But she HAS saved that last HP just for such a big failure, and re-rolls to a natural (19+9-3=25)! She saves!
-Senyaka goes for Fer-de-Lance as well, but misses (16). Asp misses Senyaka. Katu moves on the Stunned Rattler at point-blank, using Power Attack +5- (14) hits! Rattler rolls (10-2=8) vs. DC 23, and the Electrical Blast fries him from the inside-out! Rattler is dead!
-Deadbolt swings for Black Mamba, and 19 is a CRITICAL HIT!! DC 25 damage, and an impressive (16+3-4=15)- she's Disabled, as the Bone cracks her skull! Black Mamba is done!
King Cobra: "Oh, no fair! Quit teaming up on my guys, just because they're awesome!"
-Fer-de-Lance tries to finish Caliban with Power Attack +3- (21) misses! Cargill moves in on her- (1) misses. Well, that was disappointing.

Round 13:
-Boomslang swings for Deadbolt- (19) misses. Diamondback goes for Katu instead (since he's proven weirdly deadly), and (24) gets him. DC 19, and (12) fails enough to Stun him again! One of these days, he'll finally go down for real. Caliban finally decides to squash him, and Power Attack +3 added to (15+8-3=20) is enough to hit him- (12) fails to save vs. DC 28 by a WIDE margin, and that caves in Katu's skull with the absolute greatest of ease. Katu is dead!
Magneto: "What the--? I thought we were teaming up."
Apocalypse: "Oh, come on, he was RIGHT THERE, and Stunned. What more do you want?"
Magneto: "But *I* wanted to betray *you* first!"
-Senyaka is still in the game, and Fer-de-Lance is his target. He tries to use Drain Con (to heal himself), and misses! Asp misses Senyaka. Deadbolt misses Diamondback. Fer-de-Lance goes for Senyaka to finish him off- CRITICAL HIT!! Oh my God!! DC 29 damage... he rolls (11+9-4=16)... he's Disabled! Fer-de-Lance finally wipes out Senyaka, slashing his throat open with a claw swipe! Senyaka is done!
-Cargill moves last (in the melee, and of the Acolytes), and Fer-de-Lance is her revenge-target. ANOTHER CRITICAL HIT!!! HAHAHAHAHAHHA!!! DC 30- (8+9-3=14)- she's history! The impact of Cargill's clothesline snaps Fer-de-Lance's neck! Fer-de-Lance is dead!!

(Wow, now THIS is crazy. It's still hard to tell who's going to win- 3 Serpents are left vs. 2 Riders and Joanna Cargill solo, but Cargill's the only PL 10 left!)

Initiative Order:
3) Boomslang (21) 2 Bruised/2 Injured
6) Diamondback (20) Bruised/Injured
12) Caliban (17) 5 Bruised/5 Injured/Stunned by DB

Round 14:
-Boomslang goes for Deadbolt, and (29) hits! Aw, and he goes and rolls (8) for his Toughness Save. Against DC 19, that means he's Stunned, Bruised & Injured. Diamondback moves in on him in melee, hitting and doing DC 18 Sneak Attack damage. Another (8) means he's done! A fist (since a Skeletal guy is mostly immune to piercing damage) cracks several of his vertebrae! Deadbolt is done!
-Caliban goes for Asp, since he & Cargill are outnumbered, and it's another CRITICAL HIT!! DC 30 damage! An impressive (18) isn't much good, so her one last HP (the last one in the whole game)... nets her (15). Yeah, she's Disabled! Asp is done!
-Cargill moves on Boomslang, missing (19).

(Uh, what? Deadbolt is disabled, leaving Caliban alone, but he & Cargill start fighting the vulnerable Serpents one-on-one, and the result is a disabled Asp. The Serpents were looking like easy victors a while back, but now it's ANYONE's ballgame!)

Round 15:
-Boomslang goes first, using Power Attack +4 on Cargill, but misses (11). Diamondback uses a Sleep Diamond on her, and it's a CRITICAL HIT!! Natural 20!! OMG!! DC 20 Fort Check vs. Sleep, and 17 leaves her Dazed- no actions available to her at all until she fights back against the damage! Caliban goes for Diamondback, but misses (11). Cargill flubs a Fort Save to recover from the Sleep.

(uh-oh. The Serpents are hard-pressed to do much damage here, but that Sleep Diamond just did some damage).

Round 16: Boomslang misses Caliban (17). Diamondback's Sharp Diamond misses Cargill (18). Caliban goes for Diamondback, but also misses. Cargill finally recovers from the Sleep effect.
Round 17: Boomslang misses again. Diamondback throws an Exploding Diamond to the two melee fighters. Cargill makes a Reflex Save for half-damage, so it's DC 17 on her end, and DC 20 on Caliban's. Caliban rolls (14), and is Stunned, Bruised & Injured! Frenzy rolls a (1)! My God! A (1)! An (11) overall results in another Stun, Bruised & Injured! Rachel took out two people with one shot!
Round 18: Boomslang senses his chance, and dives strikes at Cargill- Power Attack +5 with a Boomerang- (18) hits! DC 24- and she rolls (16)- She's Stunned again! Diamondback hits her with a Sharp Diamond, doing DC 21, and (17) gets her Injured again. Caliban misses again.
Round 19: Boomslang aims for Cargill again, hitting. Cargill makes this save (23), though. Diamondback's Sharp Diamond misses. Caliban misses DB. Cargill misses Boomslang.
Round 20: Boomslang hits Cargill, who flubs a Toughness Save (this many, at least one will fail big), getting (2+10-3=9) vs. DC 19, and that's enough to Disable her! Cargill is done! Diamondback hits Caliban with a Sharp Diamond, and Toughness (10) fails! He's Stunned vs. DC 19 again!
Round 21: Boomslang attempts to finish Caliban off with Power Attack +5- he hits (15)! Caliban rolls (19-4=15) vs. DC 24, and is Stunned again! Diamondback hits him (16), and another flubbed save (3+10-5=8) vs. DC 19 means he's finished! The Sharp Diamond lodges itself in Caliban's throat, bringing him down! Caliban is done!

Apocalypse: "NOOOOOO!!!! NOT FAIR!"
Magneto: "*sob!* Not Cargill!"
The Gamesmaster: "The battle is over! After twenty-one rounds, the Serpent Society has emerged victorious! Boomslang and Diamondback are the only survivors! As a result, they gain the honour of becoming known as the greatest team of sucky villains in history!"
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sonic the Hedgehog

Post by Jabroniville »

SONIC THE HEDGEHOG:
Game Type: Side-Scrolling Platformer
Release Date: 1991
Developer: Sega

-Sonic will go down in history as one of the most influential video game characters of all time. I mean, Mario was big and all, but there were platformers BEFORE him, and you certainly didn't see a lot of games starring Italian Plumbers afterwards. But Animals With Attitude? Holy JESUS were there a lot of those. I grew up in the Post-Sonic gaming atmosphere, and true me when I tell you that every MONTH seemed to spurt out another one of these zany, smartass-looking snarky Anthropomorphic critters- Aero the Acro-Bat, Zero the Kamikaze Squirrel, Bubsy, Crash Bandicoot, Bug!, Gex, and more.

-Sonic himself appeared in 1991, the brainchild of mad game developer Yuji Naka, with an artist's sense of working with others (ie. he was a giant handful who threatened to quit frequently). The Console Wars goes into great detail over his origins, complete with a description of the initial version that arrived at Sega of America's offices. As the book is heavily SOA-focused (to the point of bias against Sega of Japan), it points out how hilariously-awful the original design was- a sharp-toothed, leather jacket-wearing guy with spiked clothes and a large-breasted human girlfriend, it was called "so weirdly Japanese" and they edited it into a more "Mascot-Friendly" version that was set up to be Sega's Mario Killer (something the guys in charge of SOA realized they needed, and FAST, to compete with Nintendo).

-So instead we have a clean, smooth, non-furry guy shaped like a lima bean with a big ol' head, giant Felix the Cat eyes, an impatient "toe-tapping" gesture when you let him sit still for too long, and three "bad-ass" spikes down the back of his head. And THEN... he's doing the "DreamWorks Face". So named for its frequent appearances in DreamWorks movies (Kung-Fu Panda has by far the biggest example of it). This look is recognized for one eye squinting, with a sharp eyebrow pointing downwards, contrasting the other, much more open eye. This distinctive expression is meant to give off a sense of non-threatening mischievousness- it lets you know the guy is a snarky troublemaker, but not a truly NASTY kind (like the more dangerous-looking types like Shadow or Knuckles). It's a "shorthand" to kids that says "Buy this! This guy's funny and makes fun of people, but he could be YOUR FRIEND!" Though truth be told, that's an old look that PIXAR was doing before DW repeated it (Buzz Lightyear on Toy Story's cover), and Disney does it themselves all the time (Tangled was advertised as a wacky comedy, with friggin' RAPUNZEL giving this look, and Frozen features ELSA of all people sort of doing it!). And obviously, we have 1991's Sonic pre-dating ALL of them. It's just that DW did it so often they became linked to it after numerous comics started pointing it out.

-Sega went NUTS pushing this guy- millions were spent on advertising, cool slogans and bragging about how great he was. And, of course, it WORKED- Tom Kalinski's American office turned Sega into the huge hit that Sega needed- to contrast his Japanese version, which merely did okay. But Sonic was HUGE- he instantly received not one, but TWO cartoon series (one sillier one, and one fairly-serious "The bad guys control the world" one, which got its own Archie Comics series, which is shockingly STILL GOING today!), he was immediately seen as on Mario's level, and more.

-Sonic 2 soon followed, complete with a huge advertising campaign that set up one of video gaming's first "Launch Dates" with Sonic 2sday. And Sonic 3 came on to be a hit as well, with some clever marketing making up for its lack of completion by releasing a SECOND game in 1994- Sonic & Knuckles, and add-on that you could plug Sonic 3 into, thus unlocking the features that they had to leave out initially.

-Sonic was an absolute smorgasbord of smash-hits for Sega's Genesis- Sonic CD was a system-seller for the Sega CD that so desperately needed one, the shows did well, and they even created a lovable cast of characters that are still respected and known today- the sidekick Tails, the bad-ass Knuckles, and more. As old-school advertisers to children should always learn- Character Sells. You can have the best game in the world, but if nobody cares about the CHARACTER, then it doesn't really matter so much. You add a beloved CHARACTER into things, and you can make millions.

-However, dark times were ahead. To say that the years have not been kind to Sega's mascot would be an understatement the likes of which has rarely been seen- hell, Sonic has been a DISASTER since the end of the Sega Genesis. While his games were the top-sellers for that system, Sega completely shit the bed with its successors- the 32X only had a weak Knuckles-themed knock-off, and the Sega Saturn... well! The SATURN, which was Sega's early attempt at the Next Generation of the Console Wars, and the one thing they ABSOLUTELY needed to get right, as the competition was now hot from Nintendo AND newcomer Sony... they couldn't ever "figure out" how to get Sonic to work right on the system, and so they NEVER MADE A SONIC GAME FOR IT. Yes, really- while Sony was out gathering Mascots left and right, and Nintendo was re-arming all of its top dogs (Link, Mario, Samus Aran), Sega instead left things to a legion of low-tier characters. Some impressive games came out for the Saturn, but losing a Sonic title was a disaster.

-Things would get even WORSE shortly- it turns out that Sonic's distinctive high-speed gameplay was just too hard to pull off right on most systems (especially the early polygon-based engines out there)- it's even worse in 3-D. And since those were the ONLY ACTION GAMES THAT WERE POPULAR, you had an issue. Sonic Adventure for the Dreamcast seemed to be okay, but "okay" just wasn't going to pass muster with a series that'd been dormant for a number of years by that point (in a rapidly-changing game industry no less), and then Sega finally threw in the towel in the console wars ENTIRELY. After that, Sonic was now appearing on NINTENDO SYSTEMS of all things, essentially now becoming "just another Action Game". Now, don't get me wrong- Sonic's still around. They release games all the time. They've even added some new characters to the series (such as a typically-pink Chick Sonic named Amy, and a Poochie-like character named Shadow the Hedgehog. But Sonic by this point is actually rather infamous for two things: Fading From His Glory Days (hell, he's been living the Springsteen song for fifteen years), and a Horribly Fanbase.

-Worse still, the Sonic Fandom itself became rather notorious- basically lying somewhere between Furries and Bronies in terms of respectability. The Furry Fandom of the '90s picked up on the Saturday Morning Cartoon's universe (thanks mostly to the ongoing Archie series), and soon grew ultra-perverted with everything, linking Sonic to weird porn in a way that seems excessive even compared to OTHER FURRY STUFF. Sonic became notorious for badly-drawn "Fan Characters" that were just recolors of major characters with all the typical "FanFic" tropes drawn full-scale (like the infamous Sonichu- a Sonic/Pikachu mix drawn by an autistic guy who ended up drawing a massive Hate-Fandom of vicious trolls whose harrassment built into pranking the kid at his home, spreading stories of his inability to interact with normal people, and the creepy things he's done to girls he knows- it'd come off as horrible bullying of a disabled person if he wasn't such a terrible person to begin with). And harassment of writers & artists of the Sonic comic (one of whom, Ken Penders, became the only comic book creator in history to actually sue his bosses AND WIN, thus taking all of his creations with him when he left the books). And then with crap game after crap game, the Fandom sort of grew more and more disheveled and hateful about everything that was going on, and soon they became a very iconic example of "Unpleaseable Fanbase"- fans who just wouldn't like ANYTHING, and bitched non-stop.

-Truth be told, though... I never really cared for the Sonic games. They seemed to be a weird combination of Too Easy ("you just hold down and run forward for half the level?") and Too Hard ("wtf? I can't figure out how you're supposed to get past this thing"). The blinding speed that was so iconic to the series didn't appeal to me, and reflexes didn't seem to matter as much as luck and some odd little secrets here and there. The enemies were usually terrible- Mario has iconic foe after iconic foe- the Goombas & Koopas soon give way to Thwomps, Koopa Kids, Boom-Boom and more! Sonic just fights goofy cartoon robots and then Robotnik is the end-boss of every level, fighting inside some generic machine. It's not that they weren't CLEVER at times (running on a screw to move it up and down was pretty neat, and there was even a PINBALL stage), but all in all, the series just holds no appeal for me. Plus I could never get into the cartoon show the way others could- the designs of some characters (PRINCESS SALLY) bugged me, and I've never been one for "The Villain Rules Everything and the Heroes are Freedom Fighters" ongoing series, for reasons I've never been sure of (too gloomy, maybe?). It was certainly leagues better than the various televised atrocities MARIO inflicted upon the world, however.

-These builds are meant to reflect the Video Games more than the Comics or Cartoons, which, trust me- I am COMPLETELY unqualified to do. Though I did some anyways. Because I am a sado-masochist.

SONIC THE HEDGEHOG
Role:
Iconic Mascot, Animal With Attitude
PL 10 (163)
STRENGTH
2 STAMINA 4 AGILITY 8
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 3 (+11)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+10)
Close Combat (Spin Dash) 4 (+12)
Deception 2 (+6)
Expertise (Freedom Fighter) 8 (+10)
Insight 2 (+5)
Investigation 4 (+7)
Perception 5 (+8)

Advantages:
Agile Feint, Defensive Attack, Evasion 2, Fearless, Great Endurance, Improved Critical (Spin-Dash), Improved Initiative 2, Move-By Action, Power Attack, Second Chance (Falling), Takedown 2, Ultimate Speed Check

Powers:
Speed 9 (1,000 mph) [9]
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [23]
AE: Damage 6 (Feats: Accurate) (Flaws: Limited to While Running) (4)
AE: "Spin Jump" Strength-Damage +2 (Feats: Accurate) (3)
Leaping 3 (60 feet) [3]
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Moving) [3]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Spin Jump +12 (+4 Damage, DC 19)
Spin Dash +14 (+6 Damage, DC 21)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Initiative +16

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +4 (+6 w/ Golden Rings), Fortitude +5, Will +8

Complications:
Enemy (Robotnik/Eggman)
Relationship (Princess Sally, Amy Rose)- I assume this gets vicious. I have no experience with it Shipping War, but I would bet money on it.

Total: Abilities: 70 / Skills: 40--20 / Advantages: 15 / Powers: 41 / Defenses: 17 (163)

-Character-wise, Sonic is a bit of a smart-ass, and known for being overconfident to the point of constantly putting himself into danger. He often fights to save his homeworld Mobius from the clutches of Robotnik.
-Sonic is a bit tough for me to stat, as he's that dreaded combination of Extremely Popular and Unfamiliar To Me. Never mind the issues of comparing his in-game stats to what shows up in the supporting materials, and exactly WHICH supporting materials you're gonna use! I went with PL 10 because... well, that's what he feels like. He curbstomps most of his enemies with ease, he tends to make short work of Robotnik-In-Vehicle Bosses, and his only real dangers are typically environmental (pits of lava, spikes at the end of a Spin Dash, etc.). I left in his trademark (since Sonic 2) Spin Dash, which allows for both extreme speed and damaging effects- in this case, it's either Close Damage or an Area Effect through spaces in which he's moved.
-Having featured in dozens of games, Sonic has all kinds of powers available to him via Power-Ups. Probably the one I'm most familiar with is "Super Sonic", a yellow, sparkly Sonic that's basically a huge rip-off of how Mario turns invincible when he grabs a Star Man power-up. In that form, he's basically invincible except for obstacles (holes, lava, etc.).
-And yes, Sonic is one PL higher than Mario. It's not bias- I like Mario games WAY more than Sonic games! Sonic just feels more powerful, Spin-Dashing through guys and levels like they're not even there. Mario has to WORK for his wins, and typically needs to work his ass off to beat one or two guys, never mind the Bosses. Mario, however, has way more options in combat, especially should he gain his own Power-Ups.
-Sonic in the comics is a bit different- take out the "Ring Durability" thing and swap in extra Defenses instead. The comics and cartoon upon which they were based actually used Sonic as an impulsive, arrogant chowder-head, one who frequently went tearing off without a battle plan and nearly got himself killed.

TAILS (Miles Prower)
Role:
Iconic Sidekick, Cutesy Buddy
PL 9 (153)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+9)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+9)
Close Combat (Spin Dash) 4 (+11)
Deception 2 (+6)
Expertise (Freedom Fighter) 4 (+7)
Insight 2 (+3)
Investigation 2 (+3)
Perception 5 (+6)
Technology 8 (+13)

Advantages:
Agile Feint, Defensive Attack, Evasion 2, Great Endurance, Improved Critical (Spin Dash), Improved Initiative 2, Inventor, Move-By Action, Second Chance (Falling), Takedown 2

Powers:
Speed 6 (120 mph) [6]
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [23]
AE: Damage 6 (Feats: Accurate) (Flaws: Limited to While Running) (4)
AE: "Tails Stomp" Strength-Damage +2 (Feats: Accurate) (3)

Flight 3 (16 mph) (Flaws: "Winged"- okay, "Tailed") (3) -- [4]
AE: Leaping 3 (60 feet) (3)
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Moving) [3]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Spin Jump +12 (+4 Damage, DC 19)
Spin Dash +12 (+6 Damage, DC 21)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Initiative +14

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3 (+5 w/ Golden Rings), Fortitude +5, Will +7

Complications:
Enemy (Robotnik/Eggman)
Relationship (Sonic)- The two are best pals.
Power Loss (Flight)- Tails cannot fly continuously- eventually, he will tire out and have to drop.

Total: Abilities: 62 / Skills: 42--21 / Advantages: 13 / Powers: 39 / Defenses: 21 (153)

-Tails is the sidekick of Sonic, introduced in Sonic 2 as a ride-along character who can sometimes help Sonic out, or just be controlled by another player. Because really, if you're gonna compete with Mario, you're gonna need a two-player game. Sega of Japan called him "Miles Prower" (an awful, GLORIOUS pun on "miles per hour"), while Sega of America insisted upon "Tails"- they compromised (in The Console Wars, a hilarious, probably-exaggerated story consists of Al Nielsen, Sega's main advertising/identity guy, describing the origin of the character's name- involving a lifetime of bullying thanks to his dual tails before he finds friendship with Sonic- to the assembled Japan team, all of whom are moved to tears and allow him to change the name). Tails is furrier and even MORE non-threatening than Sonic is, and packs a pair of distinctive tails (Japan has a fascination with multi-tailed foxes thanks to their cultural mythology- you find them basically EVERYWHERE) that allow him to fly.
-Tails is a bit of a techno-geek in the games, but that attribute was given to Rotor in the comic Sonic-Verse- in that universe, he was a bit of an imulsive hero-worshipper of Sonic, and prone to making lots of mistakes.

KNUCKLES' CHAOTIX:
From what I understand, Knuckles Chaotix came about as a Sonic spin-off with entirely new characters, but then Knuckles was added in to give it a boost. Knuckles is charged with rescuing four animals who've been captured on some island. The game is probably one of the few "System Sellers" that was created for the infamous 32X (a 32-bit add-on to the Genesis/Mega Drive- unfortunately it still had to deal with the weak Genesis color pallette, making the games look far worse than a 32-bit system's should. Most 32X games were almost identical to their Genesis counterparts), but was considered pretty mediocre. The aspect most people complained about was the "tether" mechanic- one of the other cast members was your PARTNER, and you were connected by a "chain" of sorts- and rather than keep up with you exactly, your partner would actually PULL YOU BACK if you got too far ahead. Given that this was a speed-based PLATFORMER, you had a problem.

MIGHTY THE ARMADILLO
Role:
Sonic Lookalike
PL 8 (136)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+9)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+9)
Close Combat (Spin Dash) 2 (+9)
Deception 2 (+6)
Expertise (Freedom Fighter) 6 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Perception 5 (+6)

Advantages:
Agile Feint, Defensive Attack, Evasion, Great Endurance, Improved Critical (Spin Dash), Improved Initiative, Second Chance (Falling), Takedown

Powers:
Speed 6 (120 mph) [6]
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [23]
AE: Damage 7 (Flaws: Limited to While Running) (3.5)
AE: "Spin Jump" Strength-Damage +2 (Feats: Accurate) (3)
Leaping 3 (60 feet) [3]
"Wall Kick" Movement 1 (Wall-Crawling) (Flaws: Limited to Two Walls Close Together) [1]
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Moving) [3]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Spin Jump +12 (+4 Damage, DC 19)
Spin Dash +9 (+7 Damage, DC 22)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 w/ Golden Rings), Fortitude +5, Will +6

Complications:
Enemy (Robotnik/Eggman)

Total: Abilities: 56 / Skills: 34--17 / Advantages: 8 / Powers: 39 / Defenses: 16 (136)

-Mighty is an Armadillo, and is oddly the EXACT SAME DESIGN AS SONIC, but with a carapace instead of hair. This may be because Sonic was initially going to be either a hedgehog or armadillo (because the core game mechanic needed him to turn into a ball to attack- those were the only two mammals they could think of with that ability), and this was an early potential "Sonic" design. Mighty actually appeared in an Arcade-only title a couple years before Chaotix came out. Note that in the Sonic comics, he has super-strength- this is not reflected in the game.

CHARMY BEE
Role:
Flying Hero
PL 8 (120)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+9)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+10)
Close Combat (Spin Dash) 2 (+10)
Deception 2 (+6)
Expertise (Freedom Fighter) 6 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Perception 5 (+6)

Advantages:
Agile Feint, Defensive Attack, Evasion, Great Endurance, Improved Critical (Spin Dash), Improved Initiative, Second Chance (Falling), Takedown

Powers:
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [23]
AE: Damage 6 (Flaws: Limited to While Running) (3)
AE: "Stinger" Strength-Damage +2 (Feats: Accurate) (3)

Speed 6 (120 mph) (6) -- [8]
AE: Flight 3 (16 mph) (Flaws: Winged) (3)
AE: Leaping 3 (60 feet) (3)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Stinger +12 (+3 Damage, DC 18)
Spin Dash +10 (+6 Damage, DC 21)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 w/ Golden Rings), Fortitude +5, Will +5

Complications:
Enemy (Robotnik/Eggman)
Responsibility (Kid)- Charmy is young, and kind of annoying and immature to go along with it. He's also easily-entranced by how "bad-ass" Shadow the Hedgehog is.

Total: Abilities: 46 / Skills: 34--17 / Advantages: 8 / Powers: 34 / Defenses: 15 (120)

-Charmy Bee is a tiny but strong member of the Chaotix, and is depicted as an immature child. Despite that, he's by far the best character in the video game- unlike Tails, he can fly CONTINUOUSLY, which apparently makes his levels a total breeze.

VECTOR CROCODILE
Role:
The Big Guy
PL 8 (142)
STRENGTH
5 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 1 (+5)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+9)
Close Combat (Spin Dash) 2 (+9)
Deception 2 (+6)
Expertise (Freedom Fighter) 6 (+6)
Insight 2 (+5)
Intimidation 4 (+7)
Investigation 6 (+9)
Perception 3 (+4)

Advantages:
Agile Feint, Evasion, Great Endurance, Improved Critical (Spin Dash), Improved Initiative, Power Attack, Second Chance (Falling), Takedown

Powers:
Speed 6 (120 mph) [6]
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [24]
AE: Damage 7 (Flaws: Limited to While Running) (3.5)
AE: "Bite & Punch" Strength-Damage +2 (2)
AE: "Shockwave" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Both Must Be Grounded) (6)
Leaping 2 (30 feet) [2]
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Moving) [3]

Offense:
Unarmed +9 (+5 Damage, DC 20)
Bite & Punch +9 (+7 Damage, DC 22)
Spin Dash +9 (+7 Damage, DC 22)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Shockwave +6 Area (+6 Damage, DC 21)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +4 (+6 w/ Golden Rings), Fortitude +6, Will +6

Complications:
Enemy (Robotnik/Eggman)

Total: Abilities: 64 / Skills: 38--19 / Advantages: 8 / Powers: 38 / Defenses: 13 (142)

-Vector is a great peculiarity in the Sonic franchise- a hero who ISN'T a squat, cutesy little animal. A tall, robust Crocodile, Vector is nonetheless also capable of great running speeds, and is actually the brains of the Chaotix operation. He hits harder and is tougher than the others, giving him slightly different caps to play around with. He also creates a Shockwave when he hits the ground.

ESPIO THE CHAMELEON
Role:
Team Ninja
PL 8 (137)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+9)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+9)
Close Combat (Spin Dash) 2 (+9)
Deception 2 (+6)
Expertise (Freedom Fighter) 6 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Perception 5 (+6)
Stealth 4 (+10)

Advantages:
Agile Feint, Defensive Attack, Evasion, Great Endurance, Improved Critical (Spin Dash), Improved Initiative, Second Chance (Falling), Takedown

Powers:
Speed 7 (250 mph) [7]
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [23]
AE: Damage 6 (Feats: Accurate) (Flaws: Limited to While Running) (4)
AE: "Spin Jump" Strength-Damage +2 (Feats: Accurate) (3)
Leaping 3 (60 feet) [3]
"Color Change" Concealment (Visuals) 2 [4]
Movement 1 (Wall-Crawling) [2]
Movement 2 (Wall-Crawling +1, Water-Walking) (Flaws: Limited to While Moving) [2]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Spin Jump +12 (+4 Damage, DC 19)
Spin Dash +10 (+6 Damage, DC 21)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 w/ Golden Rings), Fortitude +5, Will +6

Complications:
Enemy (Robotnik/Eggman)

Total: Abilities: 56 / Skills: 38--19 / Advantages: 8 / Powers: 38 / Defenses: 16 (137)

-Espio the Chameleon is apparently very fast (borderline Hedgehog-level), strong, and can both climb walls with ease (even across ceilings- something none of the others can manage) and change color well enough to sneak by adversaries. He's considered serious, but a bit arrogant. Later games turn him into a full-on Ninja, right down to shuriken & kunai throwing weapons.

ROTOR WALRUS (aka "Boomer")
Role:
Science Guy, The Big Guy
PL 6 (110)
STRENGTH
5 STAMINA 6 AGILITY 0
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 3 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Science) 9 (+16)
Insight 2 (+5)
Intimidation 3 (+5)
Investigation 4 (+7)
Perception 2 (+5)
Technology 9 (+16)
Vehicles 3 (+7)

Advantages:
Equipment 4 (Lab Gear), Fast Grab, Inventor, Ranged Attack 4

Powers:
Swimming [3]
Immunity 1 (Cold) [1]

Offense:
Unarmed +6 (+5 Damage, DC 20)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +6, Fortitude +7, Will +6

Complications:
Enemy (Robotnik/Eggman)

Total: Abilities: 66 / Skills: 36--18 / Advantages: 10 / Powers: 4 / Defenses: 12 (110)

-One of the general rules of fiction is that on a team of varied cast members, at least one of them has to be an inventive genius. This can drive a lot of potential stories forward (from "We need our ____ back!" to "Our _____ has gone rogue!" to "I need one more part to complete my _____!"), and allows for a lot of high-tech shenanigans. And sometimes, shows like to run contrary to expectations and NOT have the inventor be a giant nerd. Rotor Walrus is one of these- he's the Big Guy of the group, in ADDITION to being the smart one. Appearing in the Saturday morning cartoon series and subsequently the Archie Comics, Rotor is good-natured, smart and a big clumsy- all in all pretty likeable.

ANTOINE D'COOLETTE
Role:
Team Coward, The Complainer
PL 6 (69)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Deception 6 (+6)
Expertise (Freedom Fighter) 4 (+5)
Perception 3 (+4)
Stealth 1 (+4)
Vehicles 2 (+6)

Advantages:
Equipment (Sword +3), Improved Critical (Sword), Improved Disarm, Ranged Attack 2

Offense:
Unarmed +7 (+2 Damage, DC 17)
Sword +7 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +4

Complications:
Enemy (Robotnik/Eggman)
Reputation (Arrogant Coward)
Relationship (Bunnie Rabbot)- After failing to hit on Sally for years, Antoine turned his attention to his teammate Bunnie- the two eventually married.

Total: Abilities: 42 / Skills: 16--8 / Advantages: 5 / Powers: 4 / Defenses: 10 (69)

-Antoine is the kind of character I've talked about repeatedly on my thread- "The Complainer". Essentially, an old-school trope that is basically forced on numerous writers of children's programming is to add a cranky whiner to every group- somebody who disagrees with everyone else and tries to go along with their own thing- it's an easy way to create conflict, but also has the insidious effect of teaching small children (the targets of many of these shows) to engage in Groupthink and always go along with the crowd no matter what. The Get-Along Gang used to actually make a different cast member disagree with the others in each episode, before agreeing by episode's end. When done RIGHT, you can get some funny characters- preferably if the character is a grouch- or at have them given various positive qualities to counter-balance their negativity (Vidia from Disney Fairies is one of the best examples- she's rude, arrogant and imperious, but she IS very skilled and powerful in her own right, and eventually gives up on true nastiness). When done WRONG, you get pathetic, cowardly losers who have absolutely zero positive qualities, and just seem to be there to whine, because a lot of writers struggle with this kind of character.
-So we come to Antoine, who even has a FRENCH NAME, just in case you didn't get that you're not supposed to cheer for him. Antoine was a rich, arrogant sort, known for abject cowardice- he even frequently hit on Princess Sally, and was the butt of Sonic's frequent jokes. It was the comics that slowly turned him into a braver character, and he ultimately sacrificed his life (sorta- he's comatose) to save innocent people. I figure him for a PL 6 type, though he probably got better later on in the comics.

BUNNIE RABBOT
Role:
Strongwoman
PL 8 (123)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 2 (+10)
Deception 2 (+5)
Expertise (Freedom Fighter) 4 (+5)
Perception 3 (+5)
Stealth 1 (+5)
Technology 2 (+3)
Vehicles 2 (+6)

Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Defense, Improved Grab, Improved Hold, Power Attack, Ranged Attack 3

Powers:
"Partial-Roboticization"
Elongation 2 (Flaws: Limited to Limbs) [1]
"Rocket Boosters in Feet" Flight 5 (60 mph) [10]
"Laser Cannon" Blast 7 (14) -- [15]
AE: "Force Field Generator" Force Field 4 (Extras: Affects Others 8) (12)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Laser Cannon +7 (+7 Ranged Damage, DC 22)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +6, Fortitude +6, Will +6

Complications:
Enemy (Robotnik/Eggman)
Relationship (Antoine D'Coolette)- After failing to hit on Sally for years, Antoine turned his attention to his teammate Bunnie- the two eventually married.
Vulnerable (Magnets)- Bunnie's robotic nature allow her to be restrained by magnets.

Total: Abilities: 68 / Skills: 18--9 / Advantages: 9 / Powers: 26 / Defenses: 11 (123)

-Bunnie was an additional female ally in the show- she reflected one of its darkest aspects- the fact that Dr. Robotnik was taking over the world of Mobius by imprisoning and ROBOTICIZING people, changing them into machines. Bunnie was thus left with robotic limbs, having been rescued by Sonic & Rotor before too much of the process could take hold. She spoke with a Southern accent (like the X-Men's Rogue), and acted like a tough, brave powerhouse- then still a bit unusual for a female character in a show targetted towards boys.

PRINCESS SALLY ACORN
Role:
Princess Leia-Type, Furry Icon (you don't want to know, trust me)
PL 7 (116)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 6 (+11)
Athletics 6 (+8)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+7)
Expertise (Freedom Fighter) 7 (+11)
Perception 3 (+7)
Persuasion 3 (+7)
Stealth 3 (+8)
Technology 3 (+7)
Vehicles 2 (+8)

Advantages:
Benefit 2 (Rebel Leader/Princess), Equipment 2 (Assorted Gear), Inspire, Leadership, Ranged Attack 4

Offense:
Unarmed +10 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +8

Complications:
Enemy (Robotnik/Eggman)
Responsibility (Pressure)- Princess Sally puts an enormous amount of pressure on herself, owing to her lofty position within the rebellion.

Total: Abilities: 74 / Skills: 38--19 / Advantages: 10 / Powers: 0 / Defenses: 13 (116)

-One of the biggest things preventing me from ever getting into the Sonic-Verse was Sally Acorn. This character's visual appearance has bugged me for decades, and even NOW I can't look at her without getting annoyed. First off, her head is GIGANTIC, and placed on top of a tiny, shapely woman's body. It looks RIDICULOUS- Sonic, Tails and the others are usually shaped like little lima beans with big heads on top- they're cartoony and goofy. But Sally has hips and BREASTS drawn in, yet retains the same over-large head with huge eyes. The fact that she's as nude as everyone else is makes her body's womanly features even MORE absurd- I think I was detecting someone's attempt at Fanservice, but found the idea so ludicrous if just angered Young Me instead- I resented the fact that somebody thought I should find this character attractive. Plus the fact that her body was so skinny made her head look even LARGER- she looks essentially like a giant lollipop. Also... she's wearing big boots and a jacket, and some of her female friends wear lots of clothing. So they exist on a world WITH CLOTHES, yet she's intentionally not wearing any (Sonic, Tails & most of the others wear nothing but shoes & gloves, so it's not as noticeable, but her wearing a JACKET on top of everything is odd). I think that giving her a giant haircut would have helped obscure the weird head/body dynamic, too- Sonic's head size was altered by his spiky haircut, so giving Sally a huge 'do might have worked to make her look more like one solid shape. Also, her expressions always made her look overly-smug.
-But all in all, I found her instantly detestable because of her stupid look, and so I immediately didn't like the show. That said, they actually worked REALLY HARD to make people like Sally, copying a lot of Princess Leia's characteristics in order to do so- Sally was a military leader, in charge of people, unafraid to give orders, was prone to lecturing/yelling at her subordinates (including Sonic), had Belligerent Sexual Tension with a hero (Sonic, again), and was an Action Heroine type of character who could fight as well as most of the others.
-The comics gave her a big push as well- she even got a Princess Sally mini-series, and gained a large amount of the comic's female fanbase. Despite all that, of course, she's not a part of the video games. And any potential serious relationship with Sonic has been squashed by Sega's insistence that the main characters not be put into big relationships.

KNUCKLES THE ECHIDNA
Role:
Animal With Attitude, Bad-Ass Rebel-Type
PL 10 (153)
STRENGTH
6 STAMINA 5 AGILITY 6
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 4 (+10)
Athletics 8 (+14)
Close Combat (Unarmed) 4 (+14)
Deception 4 (+5)
Insight 2 (+5)
Investigation 4 (+7)
Perception 5 (+8)
Stealth 1 (+7)

Advantages:
All-Out Attack, Evasion, Fearless, Diehard, Great Endurance, Improved Critical (Punch), Improved Initiative, Improved Smash, Power Attack, Takedown 2

Powers:
Speed 6 (120 mph) [6]
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [22]
AE: "Spin Jump" Strength-Damage +2 (Inaccurate -1) (1)
Leaping 3 (60 feet) [3]
Movement 1 (Wall-Crawling) [2]

Offense:
Unarmed +14 (+6 Damage, DC 21)
Spin Jump +12 (+8 Damage, DC 23)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +5 (+7 w/ Golden Rings), Fortitude +7, Will +8

Complications:
Enemy (Robotnik/Eggman)
Responsibility (Guardian the Master Emerald)

Total: Abilities: 74 / Skills: 32--16 / Advantages: 11 / Powers: 36 / Defenses: 16 (153)

-Knuckles debuted to a LOT of fanfare in Sonic 3, to the point where he rapidly stole the spotlight from every OTHER character in the franchise- his bad-ass sneer, his spiked knuckles, his dreadlocks... these all gave the impression this monotreme was a CLASSIC "Poochie"- designed by a committee to appear as cool as humanly-possible (his initial name was gonna be "Dreds", and he spoke with a Jamaican accent). Initially an antaognist that hunted Sonic, it turns out he was FOOLED by Robotnik, and thus in the sequel to Sonic 3, Sonic & Knuckles, you can now PLAY as the guy, using his own specialized techniques to unlock areas previously inaccessible to the other heroes. He's very popular, but also notorious- his appearance is what opened the FLOODGATES for numerous other animal-based characters to appear in the Sonic franchise, and it never really looked back.
-Knuckles usually appears in every subsequent Sonic game in some form or another. He's found that he's not the last Echidna alive after all, formed his own partnership with the Chaotix team, and more. In the games, he's a more powerful contrast to Sonic & Tails, who are more speedy and agile- his specialty is either climbing up walls with his spiked knuckles, or just busting through giant rocks, walls and OTHER obstacles.

SHADOW THE HEDGEHOG
Role:
Mirror Image Villain, The Poochie
PL 12 (220)
STRENGTH
6 STAMINA 8 AGILITY 8
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 3 (+11)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+10)
Close Combat (Spin Dash) 4 (+12)
Deception 2 (+6)
Expertise (Freedom Fighter) 8 (+10)
Insight 2 (+5)
Investigation 4 (+7)
Perception 5 (+8)
Ranged Attack (Chaos Spear) 2 (+10)

Advantages:
Agile Feint, Defensive Attack, Evasion 2, Fearless, Great Endurance, Improved Critical (Spin-Dash), Improved Initiative 2, Move-By Action, Power Attack, Ranged Attack 4, Takedown 2

Powers:
Speed 7 (250 mph) [7]
Immunity 2 (Slam Damage) [2]
"Golden Rings" Protection 2 (Flaws: Source- Rings) [1]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [23]
AE: Damage 6 (Feats: Accurate) (Flaws: Limited to While Running) (4)
AE: "Spin Jump" Strength-Damage +2 (Feats: Accurate) (3)
Leaping 3 (60 feet) [3]
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Moving) [3]

"Genetic Experiment- Chaos Control"
Immunity 2 (Aging, Disease) [2]
Regeneration 4 [4]
Variable (Whatever the Hell Powers) 6 (Flaws: Source- Chaos Emeralds -2) [30]
(Examples: Time Control, Space Travel, Healing Self, "Chaos Spear" Blast/Line, "Chaos Attack" Burst Damage)

"Air Shoes" (Flaws: Removable) [5]
Speed +2 (1,000 mph) (2)
Flight 2 (8 mph) (4)
-- (6 points)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Spin Jump +12 (+4 Damage, DC 19)
Spin Dash +14 (+6 Damage, DC 21)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Chaos Area Attacks +10 (+10 Damage, DC 25)
Chaos Spear +10 (+14 Damage, DC 29)
Initiative +16

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +8 (+10 w/ Golden Rings), Fortitude +10, Will +6

Complications:
Responsibility (Ruthless)- Shadow is so bad-ass and hardcore that he will do ANYTHING to accomplish his goals.
Responsibility (Loathes Mankind)- How amazing and DARK, right?

Total: Abilities: 86 / Skills: 42--21 / Advantages: 17 / Powers: 80 / Defenses: 16 (220)

-Probably the most controversial Sonic character is Shadow the Hedgehog, an obvious Mirror-Image Counterpart to Sonic himself. Made to be Sonic's "Arch-Rival", he's been heavily criticized as an "unnecessary character" (even WIKIPEDIA comments on this, and they've exiled a lot of "Weasel Words" and assorted biased stuff over the years)- generally speaking, he's seen as over-the-top, too mysterious (he's got a amnesia-hidden past, just like Wolverine), too obviously "bad-ass" (he's Sonic... but BLACK! And hardcore! And mean-looking!), and like something out of the early '90s of comics- not the happy, bright world of Sonic. And of course Sega gave him a BIG push, including putting him into his own game. However, backlash set in, and they started holding him back, making him playable mostly in spin-off games and the like.
-Shadow is apparently a MUCH more powerful version of Sonic, down to being bulletproof, having Regeneration, and access to various "Chaos Powers" if he's close to a Chaos Emerald- he gets stuff like Teleportation, Self-Healing and time manipulation powers. I double-checked against the only Shadow build I know of- this one by Tyrant Lizard King from 2010.

METAL SONIC
Role:
Mirror Image Villain
PL 11 (207)
STRENGTH
5 STAMINA -- AGILITY 8
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 0

Skills:
Acrobatics 3 (+11)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+10)
Close Combat (Spin Dash) 4 (+12)
Deception 2 (+6)
Insight 2 (+5)
Investigation 4 (+7)
Perception 5 (+8)

Advantages:
Agile Feint, Defensive Attack, Evasion 2, Fearless, Great Endurance, Improved Critical (Spin-Dash), Improved Initiative 2, Move-By Action, Power Attack, Second Chance (Falling), Startle, Takedown 2, Ultimate Speed Check

Powers:
Speed 9 (1,000 mph) [9]
Immunity 2 (Slam Damage) [2]

"Spin Dash"
"Dash Through Mooks" Damage 7 (Extras: Area- 120ft. Shapeable +3) (Flaws: Limited to Through Distance Travelled) (21) -- [23]
AE: Damage 6 (Feats: Accurate) (Flaws: Limited to While Running) (4)
AE: "Spin Jump" Strength-Damage +2 (Feats: Accurate) (3)
Leaping 3 (60 feet) [3]
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Moving) [3]

"Killer Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]

"V. Maximum Overdrive Attack"
Speed +2 (4,000 mph) (Flaws: Fades) [1]
"Ring Spark Field" Energy Aura 8 (Reduced Speed -3) (29) -- [30]
AE: Energy Aura 6 (Flaws: Fades) (19)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Spin Jump +12 (+7 Damage, DC 22)
Spin Dash +13 (+9 Damage, DC 24)
Dash Through Mooks +7 Area (+7 Damage, DC 22)
Ring Spark Field +10 (+8 Damage, DC 23)
Maximum Overdrive +10 (+6 Damage, DC 21)
Initiative +16

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +8, Fortitude --, Will +6

Complications:
Obsession (Destroying Sonic)

Total: Abilities: 52 / Skills: 32--16 / Advantages: 16 / Powers: 109 / Defenses: 14 (207)

-Metal Sonic was a recurring baddie in Sonic the Hedgehog CD, the Killer App of the Sega-CD. The game is considered very good... unfortunately, very few people bought the Genesis's add-on. Though it promised a lot, the new system really only offered some upgraded games with slightly-better graphics or more features (like WWF Rage in the Cage, which was just Royal Rumble with a bigger roster and WORSE match choices!), some awful Full Motion Video sequences (in poorer quality than you'd get on a video tape), and several VERY poorly-thought-out games.
-Metal Sonic actually doesn't appear in any Genesis games- instead, he starts popping up in random peripherals and Next Gen systems. His status in the franchise is rather minimal aside from being another Boss besides Robotnik, but he's still a recurring nemesis.
-Metal Sonic is basically an upgraded Sonic with a few Aura attacks and boosted speed.

DOCTOR IVO ROBOTNIK (aka Dr. Eggman)
Role:
The Big Bad, Mad Scientist
PL 5 (104), PL 6 (104) Scientist
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 8 AWARENESS 4 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Science) 8 (+16)
Insight 2 (+6)
Intimidation 5 (+8)
Perception 2 (+6)
Technology 8 (+16)
Vehicles 8 (+11)

Advantages:
Benefit 5 (Ruler of Mobius or Something), Equipment 5 (Whatever), Ranged Attack 7, Ultimate Technology Skill

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +5, Will +6

Complications:
Motivation (Power)
Enemy (Sonic the Hedgehog)

Total: Abilities: 62 / Skills: 36--18 / Advantages: 18 / Powers: 0 / Defenses: 6 (104)

-Dr. Robotnik is Sonic's own personal King Koopa, and like that illustrious nemesis of Italian plumbers, Robotnik had two different names before permanently adopting his original one- in Japan, he is known as Dr. Eggman, while the West named him Robotnik for years, though you'll just as often see "Eggman" now. Now personally, I am 100% AGAINST that decision, as "Dr. Eggman" is quite possibly the only villain name in the universe shittier than Count Dooku.
-Robotnik was a big ol' douche in the TV series, which actually made him a rather menacing big fat guy- he's already TAKEN OVER the world of Mobius, and so the heroes were resistance fighters against him. In the video games, however, he just kinda grabs animals and shoves them into robot suits ("Badniks"), and fights Sonic at the end of every level, usually in some sort of robotic contraption. Though I'm not a big fan, you can't deny his iconic status and the fact that he's considered one of the most DESPICABLE villains in gaming.
-Robotnik is more or less a generic Mad Scientist with not a lot else to him, but in the Saturday Morning universe/Archie-verse, he's a world leader with tremendous personal power. In the games, he's more or less just a guy in a tank or airplane or something- generally not even a big challenge to defeat, especially if the player's good at repeatedly bouncing.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

Thanks to Kirinke, who was like
kirinke wrote:"Where are the Sonic the Hedgehog Builds?"
I hadn't realized I'd made a separate Wordpad file just for those, and thus hadn't transferred them from my Google Drive yet.
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