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

Where in all of your character write ups will go.
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KorokoMystia
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Re: Jab’s Builds! (Queens Nehalennia & Badiane! Snow Princess Kaguya!)

Post by KorokoMystia »

The roster choices really are odd, in hindsight. (Splinter not playable in any of the three games is particularly odd)
Jabroniville
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Re: Jab’s Builds! (Queens Nehalennia & Badiane! Snow Princess Kaguya!)

Post by Jabroniville »

KorokoMystia wrote: Tue Apr 14, 2020 1:02 am The roster choices really are odd, in hindsight. (Splinter not playable in any of the three games is particularly odd)
Splinter is nearly always there with April in "Kidnapped by the bad guys" spots, I think. Plus even in the cartoon he only rarely got directly involved- he was so O.P. that he would house the bad guys by himself, so they often played up how peaceful and "at the base" he was.
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Joined: Fri Nov 04, 2016 8:05 pm

Michaelangelo (Genesis)

Post by Jabroniville »

Image

MICHAELANGELO & CLONE MIKEY
Created By:
Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #1 (May 1984)
Role: Party Dude
Other Roles: Comic Relief, Team Goof-Off
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 8 (150)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 5

Bodacious Skills:
Acrobatics 7 (+13)
Athletics 7 (+10)
Deception 1 (+6)
Expertise (Ninja) 4 (+6)
Expertise (Cooking) 4 (+6)
Expertise (Pop Culture) 8 (+10)
Perception 3 (+6)
Persuasion 3 (+8)
Sleight of Hand 6 (+8)
Stealth 1 (+7)

Gnarly Advantages:
Accurate Attack, Agile Feint, Equipment 3 (Nunchucks, Trenchcoat), Improved Critical (Nunchucks), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Quick Draw, Ranged Attack 5, Set-Up, Takedown 2, Taunt, Teamwork

Radical Equipment:
"Nunchucks" Strength-Damage +2 (Feats: Split) (3)
"Trenchcoat" Morph 1 (Looks Human To Everyone, Despite Being Barefoot and Having a Green Face) (5)
"Grappling Hook" Movement 1 (Swinging) (2)
"Hook Wrap" Snare 5 (Flaws: Limited to One Opponent -2) (5)

Tubular Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]

"Half-Shell"
Enhanced Dodge & Parry 1 [2]
Features 1: May Stick Limbs Inside of Shell [1]
Power-Lifting 1 (800 lbs.) [1]

"PARTYYYYYYYYYYYYYYYYYYYYYY!"
Enhanced Skills 4: Athletics 4 (+17) (Flaws: Limited to Surfing & Skateboarding) [1]

Features 1: May Add Weapon Damage to Special Moves [1]

"Hurricane" Blast 5 (Feats: Accurate) (Reduced Defenses -2, Diminished Range -1) (6) -- [9]
  • AE: "Flying Tackle" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Chopper Chucker" Strength-Damage +0 (Feats: +2 to Hit Jumping Opponents) (1)
  • AE: "Desperation Move" Strength-Damage +4 (Flaws: Limited to When Badly Hurt) (Inaccurate -2) (1)
Righteous Offense:
Unarmed +12 (+3 Damage, DC 18)
Nunchucks +12 (+4 Damage, DC 19)
Flying Tackle +10 (+5 Damage, DC 20)
Chopper Chucker +10 (+6 Damage, DC 21)
Hurricane +9 (+5 Ranged Damage, DC 20)
Desperation Move +8 (+8 Damage, DC 23)
Initiative +10

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

Bummer Complications:
Responsibility (Master Splinter)- The Turtles deeply respect their sensei, though often disregard his advice.
Secret (Must Remain Hidden From Public View)
Prejudice (Monster)
Addiction (Pizza)
Responsibility (Poor Judgement)- Michaelangelo has a tendency to rush off headlong into situations without considering his options first.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 74 / Skills: 44--22 / Advantages: 23 / Powers: 19 / Defenses: 12 (150)

-Michaelangelo, the most fan-pleasing of the Turtles (in the '90s, I swear every kid I knew preferred him; I was the only hold-out for Donatello), has similar attacks to Leo- a Blast (a small Hurricane) and an Anti-Air, but also an unarmed Flying Tackle. His "Chopper Chucker" is similar to a Raphael move- he leaps into the air diagonally, spinning his weapons as he does.

-"Clone Mike", like his brothers, is a blue/purple color with a deep red chest, but keeps the Turtle bandana colors.
Last edited by Jabroniville on Tue Sep 06, 2022 8:48 am, edited 2 times in total.
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Ares
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Re: Jab’s Builds! (Queens Nehalennia & Badiane! Snow Princess Kaguya!)

Post by Ares »

Leo was always my favorite Turtle, much like how Cyclops was always my favorite X-Man. I just respected the leaders of the team more and felt way more sympathy for them trying to keep the Raphel's and Wolverine's in line.

But yeah, making Leo the Shoto-Clone fits perfectly. The way I always looked at the Turtles was that Raph was the strongest, Mikey was the fastest/most agile, and Don was the smartest. Leo, in terms of attributes, is more balanced. Like, if Raph, Don and Mikey are 10's in their highest attributes, then they're probably 8's in their other attributes. Leo, by contrast, would have a 9 in everything, and is the best fighter to boot.
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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Donatello (Genesis)

Post by Jabroniville »

Image

DONATELLO & CLONE DON
Created By:
Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #1 (May 1984)
Role: Does Machines
Other Roles: The Smart Guy
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 8 (159)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 9 AWARENESS 3 PRESENCE 2

Bodacious Skills:
Acrobatics 6 (+11)
Athletics 5 (+8)
Close Combat (Unarmed) 2 (+12)
Close Combat (Bo) 2 (+12)
Deception 3 (+5)
Expertise (Ninja) 1 (+10)
Expertise (Pop Culture) 1 (+10)
Expertise (Science) 8 (+17)
Insight 3 (+6)
Perception 2 (+5)
Persuasion 3 (+5)
Sleight of Hand 4 (+6)
Stealth 2 (+7)
Technology 9 (+18)
Vehicles 5 (+7)

Gnarly Advantages:
Equipment 2 (Staff, Trenchcoat), Improved Critical (Bo), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Inventor, Quick Draw, Ranged Attack 5, Set-Up, Takedown 2, Teamwork

Radical Equipment:
"Bo Staff" Strength-Damage +1 (Feats: Split, Reach) (3)
"Trenchcoat" Morph 1 (Looks Human To Everyone, Despite Being Barefoot and Having a Green Face) (5)

Tubular Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]

"Half-Shell"
Enhanced Dodge & Parry 1 [2]
Features 1: May Stick Limbs Inside of Shell [1]
Power-Lifting 1 (800 lbs.) [1]

"Kicks Things To Make Them Work" Healing 8 (Flaws: Limited to Others, Limited to Machines) [4]

Features 1: May Add Weapon Damage to Special Moves [1]

"Blur Attack" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Bo) (4) -- [8]
  • AE: "Roto Bo" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Vacuum Wave" Blast 5 (Feats: Accurate) (Flaws: Source- Bo) (Reduced Defenses -2, Diminished Range -1) (1)
  • AE: "Desperation Move" Strength-Damage +4 (Flaws: Limited to When Badly Hurt) (Inaccurate -2) (1)
Righteous Offense:
Unarmed +12 (+3 Damage, DC 18)
Bo +12 (+4 Damage, DC 19)
Roto Bo +10 (+5 Damage, DC 20)
Blur Attack +12 (+4 Damage & Affliction, DC 19 & 14)
Vacuum Wave +9 (+5 Ranged Damage, DC 20)
Desperation Move +8 (+8 Damage, DC 23)
Initiative +9

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

Bummer Complications:
Responsibility (Master Splinter)- The Turtles deeply respect their sensei, though often disregard his advice.
Secret (Must Remain Hidden From Public View)
Prejudice (Monster)
Addiction (Pizza)
Accident (Explosions)- Donnie may be brilliant, but his Rube Goldberg-esque contraptions also have a tendency to blow up in his face.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 78 / Skills: 56--28 / Advantages: 19 / Powers: 21 / Defenses: 13 (159)

-Donatello is one of the trickier Turtles to figure out in video game adaptations, because the incredible reach he gets with his bo staff means he's easily the best fighter if you give them all equal statlines. In the Genesis version of Tournament Fighters, he uses his Bo to use a standing Multiattack move, uses it as a pole vault to jump-kick his opponent, and sends a wide "Vacuum Wave" at them by swinging it.

-"Clone Don", like his brothers, is a blue/purple color with a deep red chest, but keeps the Turtle bandana colors. His own bandana being purple kind of make the gear "blend in" with his skin tone.
Spectrum
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Re: Leonardo

Post by Spectrum »

Jabroniville wrote: Mon Apr 13, 2020 11:32 pm Image
Well, that's an umm.. interesting? background.

Teeth certainly don't belong there. Ow.
We rise from the ashes so that new legends can be born.
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Woodclaw
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Re: Jab’s Builds! (Queens Nehalennia & Badiane! Snow Princess Kaguya!)

Post by Woodclaw »

Jabroniville wrote: Tue Apr 14, 2020 2:30 am
KorokoMystia wrote: Tue Apr 14, 2020 1:02 am The roster choices really are odd, in hindsight. (Splinter not playable in any of the three games is particularly odd)
Splinter is nearly always there with April in "Kidnapped by the bad guys" spots, I think. Plus even in the cartoon he only rarely got directly involved- he was so O.P. that he would house the bad guys by himself, so they often played up how peaceful and "at the base" he was.
Due to the 1980s cartoon version, Splinter was often portrayed as a very passive character, often completely ineffectual.
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Jabroniville
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Raphael (Genesis)

Post by Jabroniville »

Image
Image

RAPHAEL & CLONE RAPH
Created By:
Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #1 (May 1984)
Role: Cool, But Rude
Other Roles: The Snarkiest One
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 8 (141)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Bodacious Skills:
Acrobatics 7 (+13)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+12)
Deception 4 (+6)
Expertise (Ninja) 6 (+7)
Expertise (Pop Culture) 4 (+5)
Insight 2 (+4)
Intimidation 5 (+7)
Perception 5 (+7)
Sleight of Hand 4 (+8)
Stealth 2 (+8)

Gnarly Advantages:
Accurate Attack, All-Out Attack, Equipment 3 (Sais, Trenchcoat), Improved Critical (Sais), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Quick Draw, Ranged Attack 5, Set-Up, Takedown 2, Taunt, Teamwork

Radical Equipment:
"Twin Sais" Strength-Damage +1 (Feats: Split, Improved Critical) (3)
"Thrown Sais" Blast 4 (Diminished Range -1) (7)
"Trenchcoat" Morph 1 (Looks Human To Everyone, Despite Being Barefoot and Having a Green Face) (5)

Tubular Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]

"Half-Shell"
Enhanced Dodge & Parry 1 [2]
Features 1: May Stick Limbs Inside of Shell [1]
Power-Lifting 1 (800 lbs.) [1]

Features 1: May Add Weapon Damage to Special Moves [1]

"Spark Plug- Spinning Sai Attack" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [5]
  • AE: "Power Drill" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Sai Slash" Blast 5 (Feats: Accurate) (Flaws: Source- Sais) (Reduced Defenses -2, Diminished Range -1) (1)
  • AE: "Desperation Move" Strength-Damage +4 (Flaws: Limited to When Badly Hurt) (Inaccurate -2) (1)
Righteous Offense:
Unarmed +12 (+3 Damage, DC 18)
Sais +11 (+5 Damage, DC 20)
Power Drill +9 (+7 Damage, DC 22)
Desperation Move +7 (+9 Damage, DC 24)
Initiative +10

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

Bummer Complications:
Reputation (Cool, But Rude)- Raph is pretty quick with the quips, and tends to insult people upon meeting them, or inform the audience how little he respects them. He often replies "a mind like a steel trap" when someone states the obvious.
Responsibility (Master Splinter)- The Turtles deeply respect their sensei, though often disregard his advice.
Secret (Must Remain Hidden From Public View)
Prejudice (Monster)
Responsibility (Human Life)- Raphael does not use his Sais to stab human beings.
Addiction (Pizza)
Relationship (Mona Lisa)- Furries will write TALES of this, let me tell you.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 66 / Skills: 50--25 / Advantages: 23 / Powers: 14 / Defenses: 13 (141)

-Raphael in the Genesis game uses some interesting techniques, such as a copy of M.Bison's "Psycho Crusher"- a spinning, leaping attack that goes across the screen. The "Spark Plug" is a spinning leap (kind of a diagonal Anti-Air, maybe), and he has the standard-issue ranged attack- the "Sai Slash".

-"Clone Raph", like his brothers, is a blue/purple color with a deep red chest, but keeps the Turtle bandana colors.
Last edited by Jabroniville on Tue Sep 06, 2022 8:49 am, edited 1 time in total.
Shock
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Re: Jab’s Builds! (Sailor Moon Movie Foes! TMNT Tournament Fighters!)

Post by Shock »

Anyone else not seeing the Michelangelo pic?
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Casey Jones (Genesis)

Post by Jabroniville »

Image

CASEY JONES & CLONE CASEY
Role:
The Greatest Character in the History of the Universe, Ax-Crazy Vigilante, Psychopath
Group Affiliations: None
PL 8 (115)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Bodacious Skills:
Acrobatics 2 (+6)
Athletics 6 (+10)
Deception 6 (+5)
Expertise (Psychotic Vigilante) 9 (+9)
Intimidation 9 (+8)
Investigation 4 (+4)
Perception 6 (+6)
Stealth 2 (+6)
Ranged Combat (Thrown Objects) 2 (+9)

Gnarly Advantages:
All-Out Attack, Chokehold, Diehard, Equipment 1 (Golf Bag, Sports Equipment), Fast Grab, Favored Foe (Scuzz-Buckets), Improved Critical (Sports Equipment), Improved Grab, Improved Hold, Improved Smash, Improved Trip, Improvised Weapon, Ranged Attack 4, Startle, Takedown

Radical Equipment:
"Hockey Stick/Golf Club" Strength-Damage +2 (Feats: Reach) (3)
"Baseball Bat" Strength-Damage +2 (2)
"The Long Bomb" Damage 5 (Extras: Area- 15ft. Burst +1/2) (Reduced Defenses -2) (3.5)

Tubular Powers:
"BREAK Something!" Weaken Toughness 4 (Flaws: Affects Objects Only, Requires Sports Equipment) [1]

Features 1: May Add Weapon Damage to Special Moves [1]

"Stick Lariat" Strength-Damage +0 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Sports Equipment) (8) -- [10]
  • AE: "Rebounder- Spinning Weapon Strike" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Desperation Move" Strength-Damage +4 (Flaws: Limited to When Badly Hurt) (Inaccurate -2) (1)
Righteous Offense:
Unarmed +11 (+3 Damage, DC 18)
Sports Equipment +11 (+5 Damage, DC 20)
Rebounder +9 (+7 Damage, DC 22)
Desperation Move +7 (+9 Damage, DC 24)
Initiative +4

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

Bummer Complications:
Obsession (Punishing Lawbreakers)- Casey is devoted to cleaning up his "fair city" from vicious "SCUZZ-buckets" and other lawbreakers. This consists of violently-assaulting anyone who engages in any sort of crime- from kidnapping to jaywalking.
Obsession ("When do I get to BREAK something?")- Casey is afflicted with a near-constant desire to "break something". He claims that resisting this urge will give him an ulcer.
Reputation (Crazy)- Even the Turtles, vigilantes themselves, consider Casey to be a dangerous lunatic.
Temper- Casey tends to run headlong into battle against any kind of odds. Twice, he's gone against all four Turtles at once, and he once tried to grapple Chrome Dome by himself. Despite that, he stills sees himself as "a mild-mannered public-minded citizen".
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 48 / Skills: 44--22 / Advantages: 18 / Powers: 12 / Defenses: 15 (115)

-Wearing a yellow shirt and blue/grey jeans, Casey Jones, the GREATEST CHARACTER OF ALL TIME, is the Turtles' ally in most forms of their media, and is shown here in his Mirage/Cartoon version, more or less. Using his trademark sports equipment (a hockey stick is his default weapon), he has a really bizarre stance (consisting of holding up one arm really close to his body) and a really high-pitched voice considering the Clint Eastwood voice he was given in the cartoon. Casey has a few unique attacks, including a time bomb (a light display attached to a miniature oil drum)... which is one of the very few attacks in Fighting Game history that CAN KILL THE PLAYER. Yes, if you set the bomb and hang around too close, you yourself will be damaged by the explosion! His other moves include a standard-issue "harder version of a strike" (where he spins his stick before slashing out with it), and a "Stick Lariat" where he alternates swinging with his stick and kicking, spinning as he does so.

-"Clone Casey" has a purple shirt & blue pants.
Jabroniville
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Re: Jab’s Builds! (Sailor Moon Movie Foes! TMNT Tournament Fighters!)

Post by Jabroniville »

Shock wrote: Tue Apr 14, 2020 10:48 pm Anyone else not seeing the Michelangelo pic?
I couldn't find any good YouTube pics, so I went with another site. I can still see it, but maybe that's why?
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Sailor Moon Movie Foes! TMNT Tournament Fighters!)

Post by Jabroniville »

Also, I finally figured out what the "Power Ratings" for the various Sailors' attacks was said to be. I had an old Sailor Moon SuperS: The Movie book that I bought in Japan around 1997, and it featured these columns with their attacks listed and rated. I showed it on a Sailor Moon Discord, and someone translated it.

攻撃: power/offensive ability
命中: direct hit/accuracy
連??: ??? (cant find the second kanji and the first one isn't helping)
牽制: containment/diversion
速度: speed

SAILOR MERCURY
BUBBLE SPRAY

Power: 4
Accuracy: 8.5
Area/Multiattack: 8.5
Diversion: 7
Speed: 6

SHINE AQUA ILLUSION
Power: 7
Accuracy: 8.5
Area/Multiattack: 8.5
Diversion: 7
Speed: 6

MERCURY AQUA RHAPSODY
Power: 8
Accuracy: 9
Area/Multiattack: 9
Diversion: 8.5
Speed: 7

SAILOR MARS
FIRE SOUL

Power: 7
Accuracy: 8
Area/Multiattack: 5.5
Diversion: 8.5
Speed: 5.5

BURNING MANDALAH
Power: 7.5
Accuracy: 8
Area/Multiattack: 6
Diversion: 7.5
Speed: 7

FLAME SNIPER
Power: 9
Accuracy: 9.5
Area/Multiattack: 8
Diversion: 8.5
Speed: 7.5

SAILOR JUPITER
SUPREME THUNDER

Power: 7.5
Accuracy: 6.5
Area/Multiattack: 7.5
Diversion: 6
Speed: 8

SPARKLING WIDE PRESSURE
Power: 9
Accuracy: 6.5
Area/Multiattack: 7
Diversion: 7
Speed: 7.5

JUPITER OAK EVOLUTION
Power: 9
Accuracy: 7
Area/Multiattack: 8.5
Diversion: 9
Speed: 9.5

SAILOR VENUS
CRESCENT BEAM

Power: 6.5
Accuracy: 8
Area/Multiattack: 5.5
Diversion: 8.5
Speed: 8

VENUS LOVE-ME CHAIN
Power: 6.5
Accuracy: 8
Area/Multiattack: 9
Diversion: 6.5
Speed: 7.5

VENUS LOVE & BEAUTY SHOCK
Power: 8.5
Accuracy: 8
Area/Multiattack: 8.5
Diversion: 7.5
Speed: 9.5

SAILOR NEPTUNE
DEEP SUBMERGE

Power: 7
Accuracy: 9.5
Area/Multiattack: 9.5
Diversion: 8
Speed: 7.5

SUBMARINE REFLECTION
Power: 5.5
Accuracy: 9
Area/Multiattack: 9.5
Diversion: 8.5
Speed: 9

SAILOR URANUS
WORLD SHAKING

Power: 9.5
Accuracy: 9
Area/Multiattack: 8
Diversion: 9
Speed: 7.5

SPACE SWORD BLASTER
Power: 8.5
Accuracy: 9
Area/Multiattack: 7.5
Diversion: 8
Speed: 9.5

SAILOR PLUTO
DEAD SCREAM

Power: 8.5
Accuracy: 9
Area/Multiattack: 6.5
Diversion: 9.5
Speed: 9

SAILOR MOON
MOON TIARA ACTION

Power: 8.5
Accuracy: 7
Area/Multiattack: 6.5
Diversion: 8
Speed: 9

MOON HEALING ESCALATION
Power: 7.5
Accuracy: 9
Area/Multiattack: 6.5
Diversion: 8
Speed: 8.5

MOON PRINCESS HALATION
Power: 8.5
Accuracy: 9.5
Area/Multiattack: 7.5
Diversion: 8.5
Speed: 9

MOON GORGEOUS MEDITATION
Power: 10
Accuracy: 10
Area/Multiattack: 9.5
Diversion: 10
Speed: 10

SAILOR CHIBI-MOON
PINK SUGAR HEART ATTACK

Power: 2.5
Accuracy: 5
Area/Multiattack: 3
Diversion: 5.5
Speed: 3.5

ALL SAILORS
SILVER CRYSTAL POWER/SAILOR PLANET ATTACK

Power: Infinite
Accuracy: Infinite
Area/Multiattack: Infinite
Diversion: Infinite
Speed: Infinite
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

April O'Neil

Post by Jabroniville »

Image
Image

APRIL O'NEIL & CLONE APRIL
Role:
The Human Buddy, Kidnap Victim
Group Affiliations: Channel 6
PL 8 (109)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Bodacious Skills:
Acrobatics 7 (+12)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+14)
Deception 3 (+6)
Expertise (News Reporter) 6 (+8)
Insight 1 (+3)
Investigation 5 (+7)
Perception 1 (+3)
Vehicles 2 (+4)

Gnarly Advantages:
Equipment (Camcorder), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Ranged Attack 4, Taunt

Radical Equipment:
"Camcorder" (1)

Tubular Powers:
"Leaping Moves" Leaping 1 (15 feet) [1]

"Ninja Claw" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Sports Equipment) (3) -- [6]
  • AE: "Back Dive Elbow" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Ninja Attack" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Desperation Move" Strength-Damage +4 (Flaws: Limited to When Badly Hurt) (Inaccurate -2) (1)
Righteous Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Ninja Claw +14 (+2 Damage & Affliction, DC 17 & 12)
Desperation Move +10 (+6 Damage, DC 21)
Initiative +9

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

Bummer Complications:
Motivation ("This is the Story of the CENTURY!")- April is always seeking out the latest "Hot Scoop", and this puts her in endless amounts of trouble.
Responsibility (Frequent Kidnap Victim)- April is pretty commonly captured by the Shredder's goons.
Rivalry (Vernon & Burne)- Vernon is a power-hungry wimp out for April's position, and Burne is her loudmouthed, angry boss.
Relationship (The Ninja Turtles)- April is very close with her Turtle pals, and constantly defends them to her boss and others.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 30--15 / Advantages: 11 / Powers: 7 / Defenses: 14 (109)

-Very, very curiously, the Genesis version of TMNT: Tournament Fighters is the only one of the three that features April O'Neil as a playable character. It's a bit of a no-brainer when you think about it, considering she's the only human character deemed so important as to show up prominently in every single version of the franchise, but as only a few versions ever thought to increase her combat capabilities and make her something OTHER than "The Hostage".

-In the game, April is... NOT dressed anything like any previous version. In fact, she looks like an '80s streetwalker, sporting a red bikini top and skirt with a blue bandana & gloves, and has a subtle "bouncing boobs" fighting stance, even as it takes boxing/-style properties, with her arms out in front. She actually comes off a little bit like Vanessa from King of Fighters in a way. Her moves include a leaping elbow strike, a wall-jumping attack ending in a German Suplex (EXACTLY like Vega's attack in Street Fighter II), and a standard-issue Multiattack move, with a weird "WhoopWHOOPWHOOPWHOOPWHOOP!" sound effect. She manages to be upgraded to PL 8 like the male characters, so this version is MUCH different from the standard April build I have.

-"Clone April" wears a blue outfit with a green bandana & gloves, and has very ashy-grey skin.
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Ares
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Re: Jab’s Builds! (Sailor Moon Movie Foes! TMNT Tournament Fighters!)

Post by Ares »

I always did like Casey Jones, this loveable, immature, angry wildcard that was initially used to help Raph realize how out of control his own temper was, and by helping Casey keep his temper under control, Raph was able to learn a greater degree of self-control as well. I especially liked the 2003 take on the character who was a bit thick but ultimately had a very good heart. He loved to fight, but he was motivated by a desire to protect people.

The relationship between Casey and April was just adorable as well. In the 2003 series they start out as polar opposites, but Casey becomes protective of her, which April actually appreciated, and a romance blossomed from there. There was a cute moment where the pair were going out on a date, and Casey shows up at April's door dressed in a formal business suit, his hair in a pony tail, flowers, looking like a proper gentleman, with reservations for April's favorite fancy restaurant. Meanwhile April has herself dressed out in this kickass biker girl outfit, spent time making her hair just wild enough, and was planning to take Casey on a night on the town bar hopping biker bars. They both instinctively came up with the perfect date for the other person, and both were clearly touched by the idea. It was just precious.

There was another moment when the Turtles were leading an alliance against the Demon Shredder, which included allies and enemies working together for the common good. April meanwhile was back at the lair coordinating everything, only to see that Casey has decided to stick around in case anyone tried to attack April while she was alone. April asks why Casey's here when literally the biggest fight in the history of the world is going on, and Casey just shrugs and says, "Well, I thought about it, and I realized the only thing I like more than fighting . . . is you." Cue a teary-eyed April giving Casey a Big Damn Kiss.

April being a Fighter is actually more in keeping with most versions of April outside the 87 cartoon. In the Archie Comics, April started taking lessons from Splinter because she wanted to be able to defend herself. The 03 animated series did the same, and the classic Black and White comic revealed that April had picked up some tricks from the Turtles to be able to fight. I think the '12 animated series eventually had teen April pick up some training as well. Basically, while April never became as formidable as Casey or the Turtles, in most continuities she became a solid fighter in her own right, enough to defend herself and not be a damsel in distress.

I think If I were going to do a "perfect" version of April, she'd be based largely on the 03 series, but would be a solid fighter in her own right, and her martial arts uniform would be a yellow Bruce Lee style tracksuit that would be patterned after the jumpsuit of the 87 cartoon. Maybe have her run an internet news show Phil DeFranco style while also working at her pawn shop to further merge both continuities.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Sisyphus

Post by Jabroniville »

Image
Image
Image

SISYPHUS & CLONE SISY
Role:
New Character
Group Affiliations: None
PL 8 (105)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Bodacious Skills:
Acrobatics 6 (+10)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+13)
Deception 3 (+6)
Insight 1 (+3)
Investigation 2 (+4)
Perception 4 (+6)

Gnarly Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Defense, Improved Initiative, Improved Trip, Ranged Attack 4, Taunt

Radical Equipment:
"Camcorder" (1)

Tubular Powers:
"Wings" Leaping 1 (15 feet) [1]

"Beetle Flash" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Sports Equipment) (5) -- [8]
  • AE: "Beetle Juice" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5)
  • AE: "Hover Horn" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Desperation Move" Strength-Damage +4 (Flaws: Limited to When Badly Hurt) (Inaccurate -2) (1)
Righteous Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +12 (+4 Damage, DC 19)
Beetle Flash +13 (+3 Damage & Affliction, DC 18 & 13)
Beetle Juice +9 (+5 Ranged Damage, DC 20)
Desperation Move +9 (+7 Damage, DC 22)
Initiative +8

Awesome Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +6

Bummer Complications:
Relationship (The Ninja Turtles)- Apparently.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 58 / Skills: 26--13 / Advantages: 10 / Powers: 9 / Defenses: 15 (105)

-It seems that every adaptation of the TMNT franchise is contractually-obligated to include at least one brand-new character. Hence all the new toyline characters, Mona Lisa, Venus de Milo, Dog Pound, Armaggon & War, and of course, THIS guy. Sisyphus is a short, squat rhinoceros beetle with spindly arms, and the Turtles' buddy. Covered in dark blue chitinous armor, he looks pretty solid, though too friendly and short to be intimidating. His attacks are pretty basic- a Multiattack, a launching throw (speeding across the stage as he does it), and a Blast- his is a spitting attack that doesn't look like it should hit that hard (it just looks like spitting water), but it does.

-"Clone Sisy" is light brown and has body armor that's a very light, soft pink.
Last edited by Jabroniville on Tue Sep 06, 2022 8:51 am, edited 1 time in total.
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