Taros' Tokusatsu Builds (Battle Fever J! Secret Society Egos! Salomé! Egos Kaijin! Devil Robots! Cutmen!)

Where in all of your character write ups will go.
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KorokoMystia
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Re: OwOMotaros's Tokusatsu Builds (Skyrider!)

Post by KorokoMystia »

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

Post by OwOMotaros »

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

Post by KorokoMystia »

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

Post by OwOMotaros »

^
Last edited by OwOMotaros on Fri Jan 28, 2022 12:01 pm, edited 2 times in total.
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OwOMotaros
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J.A.K.Q Dengekitai/Crime

Post by OwOMotaros »

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

Image
OP:J.A.K.Q Dengekitai
ED:Itsuka Hana Wa Saku Darou

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

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

Criminal Organization Crime
Shine
Boss Iron Claw
Crimers
Last edited by OwOMotaros on Sat Dec 25, 2021 11:49 am, edited 17 times in total.
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OwOMotaros
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Spade Ace

Post by OwOMotaros »

Presenting the original field leader of J.A.K.Q. and second in the long line of Red Senshi...

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Image

"The flashing jump of the red wind! The roaring dance of my nuclear whip! Spade Ace!"

Spade Ace (Sakurai Goro)

PL 10 (PL 13 w/Finishers (273 PP))

Identity: Goro Sakurai (Known to Authorities)
Gender: Male
Age: 24 (1977)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai (Former Field Leader, Now Second-In-Command), ISSIS (International Science Special Investigation Squad), Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Tokyo, Japan

Abilities
Strength 4/6, Stamina 4/6, Agility 4/6, Dexterity 5
Fighting 10/12, Intellect 3, Awareness 3, Presence 3

Powers

ISSIS Cyberization: Permanent Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 13 (Aging, Disease, Poison, Radiation Effects 10, Radiation Limited (Half Effect)), Leaping 1 (15-ft), Senses 15 (Visual 6 (Extended 1 (-1/100) ("Neutron Scope": Penetrates Concealment 4) Ultravision 1)), (Hearing 3 ("Remote Hearing Device": Extended 2 (-1/1,000)) Ultra-Hearing 1), (Mental 6 (Detect Radiation 6 (Acute 1 Extended 1 (-1/100) Ranged 1 Radius 1 Tracking 1))). Total: 26

Spade Ace!: Activation 2. Total: 70

Cyborg Protector: Decreased Stealth 2, Enhanced Abilities 8 (Strength 2, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 4 (Agile Feint, Evasion 1 (Total 2), Takedown 1 (Total 2), Uncanny Dodge), Immunity 5 (Environmental Conditions 5), Leaping 2 (60-ft), Movement 1 (Safe Fall), Protection 2, Speed 2 (120-fpr/8 mph). Total: 32

Acceleration Switch: Fades Enhanced Speed 6 (1-mpr/500 mph). Total: 3

Atomic Channeling: Penetrating 6, Radiation Descriptor to Unarmed Damage. Total: 7

Spade Arts!: Array 28 (3 Alternate Effects), Device (Easily Removable). Total: 17
  • Arts Whip!: Dangerous 1 Entangling Grabbing Reach 2 (10-ft) Strength-Based Strike 2 (Force, DC 23)
  • Atom Shot!: Dangerous 2 Penetrating 8 Blast 8 (Piercing/Radiation, DC 23)
  • Spade Arts - Multiple Shots!: Dangerous 2 Multiattack Penetrating 5 Blast 5 (Piercing/Radiation, DC 20)
Big Bomber!: Dangerous 4 Penetrating 12 Shared (J.A.K.Q.) Variable Descriptor 2 (Anything Chosen by Big One) Blast 15 (Varies, DC 30). Total: 7

J.A.K.Q Covack!: Dangerous 4 Grab-Based Shared (Core J.A.K.Q.) Penetrating 10 Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13 (Radiation, DC 28), Linked Feature 1 (Targets Killed by this Technique Explode Upon Death), A.E (J.A.K.Q. Hurricane!: Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Force/Gravitic/Magnetic/Radiation) Burst Area 1 Damage 13 (Force, DC 28, 30-ft burst, Limited (Area Travelled))). Total: 6

Advantages
Accurate Attack, Agile Feint, Assessment, Benefit 1 (ISSIS Operative), Connected, Contacts, Defensive Attack, Equipment 21 (Spade Machine, Radio, Sky Ace/Jack Tank), Evasion 2, Fearless, Improved Aim, Improved Critical (Unarmed) 1, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative 1, Improved Trip, Languages 2 (Japanese (Base), Assorted Others (Olympiad)), Leadership, Move-By Action, Power Attack, Ranged Attack 5, Redirect, Set-Up 3, Takedown 2, Teamwork, Tracking (Visual), Uncanny Dodge, Weapon Bind
Equipment

Image
Spade Machine (PL 9 (61 EP/13 PP))
Large
Strength 6
Speed 7 (1/2 mpr/250 mph)
Defense +8 (DC 18)
Toughness 10
Features 2 (Communications (Radio), Navigation System)
Powers
Bumper Missiles: Direct Hit 3 Burst Area 1 Blast 7 (Explosive, DC 25/22, 30-ft burst)
  • Machine Guns: Multiattack Blast 7 (Ballistic, DC 22)
Radar: Senses 4 (Radar 4 (Accurate 2 Extended 1 (-1/100) Radio 1))
Sky Jets: Leaping 5 (250-ft)

Personal Radio: Communication Link 1 (ISSIS Lines)

*40 points to Sky Ace & Jack Tank
Skills
Acrobatics 6 (+10/12 Total)
Athletics 6 (+10/12 Total)
Close Combat: Unarmed 1 (+11/13 Total)
Deception 4 (+7 Total)
Expertise: Current Events (AWE) 4 (+7 Total)
Expertise: Pentathlete/Olympian (AGI) 6 (+10/12 Total)
Insight 5 (+8 Total)
Intimidation 2 (+5 Total)
Investigation 4 (+7 Total)
Perception 7 (+10 Total)
Persuasion 4 (+7 Total)
Ranged Combat: Ranger Gear 2 (+12 Total)
Stealth 4 (+8/8 Total)
Technology 2 (+5 Total)
Treatment 2 (+5 Total)
Vehicles 5 (+10 Total)

Offense
Initiative +8/10
Unarmed +11/13 | Close, Damage 4/6, Crit 19-20 (Penetrating 6 with Atomic Channeling)
Spade Arts - Atom Shot! +12 | Penetrating 8 Blast 8, Crit 18-20
Spade Arts - Multiple Shots! +12 | Multiattack Penetrating 5 Blast 5, Crit 18-20
Spade Arts - Arts Whip! +12 | Entangling Grabbing Reach 2 (10-ft) Strength-Based Strike 8, Crit 19-20
J.A.K.Q. Covack! +12 | Grab-Based Shared (Core J.A.K.Q.) Penetrating 10 Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13, Crit 16-20
J.A.K.Q. Hurricane! (DC23) | Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Burst Area 1 Damage 13, Limited (Area Travelled)

Defense
Dodge 10/12, Parry 10/12, Fortitude 8/10, Toughness 4/8, Will 8 (+13 Fearless)

Abilities 72, Powers 96, Advantages 55, Skills 32, Defenses 18 = 273 PP

________________________________________________________________________________________________________________________

Complications

Personality - Goro is a stereotypically stoic, brave soul, who despite his initial hesitance, eventually volunteered to become a cyborg out of a sense of justice.

Power Loss (Spade Ace) - The core members of J.A.K.Q. are unable to transform at will, requiring the use of their "Powered Capsules", imbuing them with their specific energy type and activating their enhanced forms. Usually, these are stored at their home base or aboard the Sky Ace, but separation from their capsules is a common limitation in their adventures.

Relationship (Heart Queen) - Near the end of their series, Goro and Karen became...involved.

Fame - Outside of his work as a member of J.A.K.Q., Goro is somewhat well-known as an Olympic Pentathlete.

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

Notes: This rebuild of Spade Ace sets him up as a PL 9.5-10; a capable mixed fighter, with good leadership and team skills. The Atom Shot comes with full Penetrating, capable of piercing through nearly anything through ambiguous atomic action.

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Last edited by OwOMotaros on Sat Aug 05, 2023 9:41 am, edited 26 times in total.
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Dia Jack

Post by OwOMotaros »

Up next, the first Sentai Swordsman (despite being a BOXER), and the second Blue Senshi...

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Image

"The unbeatable speed of the blue star! The glittering flash of my electric sword! Dia Jack!"

Dia Jack (Higashi Ryu)

PL 10 (PL 13 w/Team Finishers (237 PP))

Identity: Higashi Ryu (Known to Authorities)
Gender: Male
Age: Unknown (Mid/Late-20s-ish)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai (Former Second-In-Command), ISSIS (International Science Special Investigation Squad), Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Tokyo, Japan

Abilities
Strength 4/6, Stamina 4/6, Agility 4/6, Dexterity 0
Fighting 8/10, Intellect 2, Awareness 2, Presence 3

Powers

ISSIS Cyberization: Permanent Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 13 (Aging, Disease, Poison, Electrical Effects 10, Electrical Limited (Half Effect)), Leaping 1 (15-ft), Senses 8 (Visual 1 (Extended 1 (-1/100))), (Hearing 1 (Extended 1 (-1/100))), (Mental 6 (Detect Electricity 6 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1))). Total: 19

Electric Cutter: Penetrating 2 Precise Damage 2 (Slashing, DC 17), A.E (Dia Laser: Diminished Range 3 (x2/x5/x10) Penetrating 2 Precise Blast 2 (Laser, DC 17). Total: 6

Dia Jack!: Activation 2. Total: 62

Cyborg Protector: Decreased Stealth 2, Enhanced Abilities 8 (Strength 2, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 4 (Agile Feint, Evasion 1 (Total 2), Takedown 1 (Total 2), Uncanny Dodge), Enhanced Skills 4 (Acrobatics 2, Athletics 2), Immunity 5 (Environmental Conditions 5), Leaping 2 (60-ft), Movement 1 (Safe Fall), Protection 2, Speed 2 (120-fpr/8 mph). Total: 34

Acceleration Switch: Fades Enhanced Speed 6 (1-mpr/500 mph). Total: 3

Electrical Channeling: Penetrating 6, Electrical Descriptor to Unarmed Damage. Total: 7

Dia Sword: Dangerous 2 Penetrating 8 Reach 1 (5-ft) Strength-Damage +2 (Slashing/Piercing/Electrical, DC 23), Device (Easily Removable). Total: 7

Big Bomber!: Dangerous 4 Penetrating 12 Shared (J.A.K.Q.) Variable Descriptor 2 (Anything Chosen by Big One) Blast 15 (Varies, DC 30). Total: 7

J.A.K.Q Covack!: Dangerous 4 Grab-Based Shared (Core J.A.K.Q.) Penetrating 10 Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13 (Electrical, DC 28), Linked Feature 1 (Targets Killed by this Technique Explode Upon Death), A.E (J.A.K.Q. Hurricane!: Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Force/Gravitic/Magnetic/Radiation) Burst Area 1 Damage 13 (Force, DC 28, 30-ft burst, Limited (Area Travelled))). Total: 6

Advantages
Agile Feint, All-Out Attack, Assessment, Benefit 1 (ISSIS Operative), Connected, Defensive Attack, Equipment 20 (Mach Dia, Radio, Sky Ace/Jack Tank), Evasion 2, Fearless, Improved Critical (Unarmed) 1, Improved Disarm, Improved Initiative 1, Leadership, Move-By Action, Power Attack, Ranged Attack 5, Set-Up 2, Takedown 2, Teamwork, Tracking (Visual), Uncanny Dodge, Weapon Bind
Equipment

Image
Mach Dia (PL 9 (58 EP/12 PP))
Large
Strength 6
Speed 7 (1/2 mpr/250 mph)
Defense +8 (DC 18)
Toughness 10
Features 2 (Communications (Radio), Navigation System)
Powers
Missiles: Direct Hit 3 Burst Area 1 Blast 7 (Explosive, DC 25/22, 30-ft burst)
  • A.E (Machine Guns: Multiattack Blast 7 (Ballistic, DC 22)
  • A.E (Cutters: Slashing, +1 Damage to Slam Damage
Sky Jets: Leaping 5 (250-ft)

Personal Radio: Communication Link 1 (ISSIS Lines)

*40 points for Sky Ace & Jack Tank
Skills
Acrobatics 4 (+8/12 Total)
Athletics 4 (+8/12 Total)
Close Combat: Unarmed 3 (+11/13 Total)
Close Combat: Swords 2 (+12 Total)
Deception 4 (+7 Total)
Expertise: Boxer 6 (+8 Total)
Expertise: Current Events (AWE) 5 (+7 Total)
Expertise: Streetwise 4 (+7 Total)
Insight 3 (+5 Total)
Intimidation 5 (+8 Total)
Investigation 3 (+5 Total)
Perception 5 (+7 Total)
Persuasion 2 (+5 Total)
Stealth 4 (+8/8 Total)
Technology 3 (+5 Total)
Treatment 1 (+3 Total)
Vehicles 8 (+8 Total)

Offense
Initiative +8/10
Unarmed +11/13 | Close, Damage 4/6, Crit 19-20 (Penetrating 6 with Electrical Channeling)
Dia Sword +12 | Penetrating 8 Reach 1 (5-ft) Strength-Based Strike 8, Crit 18-20
J.A.K.Q. Covack! +10 | Grab-Based Shared (Core J.A.K.Q.) Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13, Crit 16-20
J.A.K.Q. Hurricane! (DC23) | Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Force/Gravitic/Magnetic/Radiation) Burst Area 1 Damage 13, Limited (Area Travelled)

Defense
Dodge 10/12, Parry 10/12, Fortitude 8/10, Toughness 4/8, Will 8 (+13 Fearless)

Abilities 54, Powers 87, Advantages 44, Skills 33, Defenses 17 = 237 PP

________________________________________________________________________________________________________________________

Complications

Personality - Ryu is a hot-blooded, quick-footed, womanizing warrior.

Power Loss (Dia Jack) - The core members of J.A.K.Q. are unable to transform at will, requiring the use of their "Powered Capsules", imbuing them with their specific energy type and activating their enhanced forms. Usually, these are stored at their home base or aboard the Sky Ace, but separation from their capsules is a common limitation in their adventures.

Reputation (Disgraced Champion) - Ryu was a former Welterweight Boxing World Champion before he was recruited into J.A.K.Q. When he refused to throw a fight, he was framed for murder, a situation that was never fully resolved.

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

Notes: This rebuild of Dia Jack sets him up as a PL 10; despite being the most combat-focused of his team (I mean, it was literally already his job), he only manages to match Spade Ace in melee skill, and lacks his ranged capabilities. He might actually be the most lacking of his team, with his key difference being his civilian form's built-in weaponry (which doesn't account for much, tbh). The Dia Sword hits pretty hard though, so I wouldn't underestimate him in a 1v1.

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Last edited by OwOMotaros on Sat Aug 05, 2023 9:53 am, edited 22 times in total.
Grenzer
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Re: OwOMotaros's Tokusatsu Builds (J.A.K.Q Dengekitai!)

Post by Grenzer »

And for reference, J.A.K.Q. is pronounced as Jaker ("Joker") and a clear reference to this team's playing card suite motif. Interesting story behind this series, but I'll wait until a few more profiles are added before getting into it.
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OwOMotaros
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Joined: Thu Aug 13, 2020 3:20 am

Heart Queen

Post by OwOMotaros »

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

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"The nimble spin of the pink flower! Flowers bloom and scatter from my magnetic shield! Heart Queen!"

Heart Queen (Mizuki Karen)

PL 10 (PL 13 w/Team Finishers (258 PP))

Identity: Mizuki Karen (Known to Authorities)
Gender: Female
Age: Unknown (Early/Mid-20s-ish)
Height: Unknown
Weight: Unknown
Eyes: Brown
Hair: Brown
Group Affiliation: J.A.K.Q Dengekitai, ISSIS (International Science Special Investigation Squad), Super Sentai, Tokyo Metropolitan Police (Formerly)
Base Of Operations: J.A.K.Q Headquarters, Tokyo, Japan

Abilities
Strength 3/6, Stamina 4/6, Agility 4/6, Dexterity 2
Fighting 8/10, Intellect 3, Awareness 3, Presence 3

Powers

Disguise Mastery: Continuous Resistible by Insight Morph 2 (Same Size/Gender, Quirk 1 (Unusable while Transformed)). Total: 9

ISSIS Cyberization: Permanent Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 8 (Aging, Disease, Poison, Magnetic Effects 5, Magnetic Limited (Half Effect)), Leaping 1 (15-ft), Senses 8 (Visual 1 (Extended 1 (-1/100))), (Hearing 1 (Extended 1 (-1/100))), (Mental 14 (Detect Magnetic Fields 6 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1)), (Detect Objects 8 (Accurate 2 Acute 1 Analytical 1 Radius 1 Ranged 1 Tracking 1))). Total: 24.5

Magnetic Deflection: Perception Range Deflect 8, Limited (Metallic Attacks). Total: 8

Heart Queen!: Activation 2. Total: 64

Cyborg Protector: Decreased Stealth 2, Enhanced Abilities 9 (Strength 3, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 4 (Agile Feint, Evasion 1 (Total 2), Takedown 1 (Total 2), Uncanny Dodge), Enhanced Skills 4 (Acrobatics 2, Athletics 2), Immunity 5 (Environmental Conditions 5), Leaping 2 (60-ft), Movement 1 (Safe Fall), Protection 2, Speed 2 (120-fpr/8 mph). Total: 36

Magnetic Channeling: Penetrating 6, Magnetic Descriptor to Unarmed Damage. Total: 7

Heartcute: Array 17 (3 Alternate Effects), Device (Easily Removable). Total: 10
  • Heartcute Smash!: Breaking Dangerous 1 Smashing Strength-Based Strike 2 (Bludgeoning, DC 23)
  • Heartcute Toss!: Dangerous 1 Smashing Ranged 8 Strength-Based Strike 2 (Bludgeoning, DC 23)
  • Heartcute, Magnetic Power!: Line Area 1 Affliction 10 (Magnetic, DC 20 Dodge/Will, 30-ft line, (Dazed/Stunned/Incapacitated), Limited (Mechanical Beings Only)), Linked Line Area 1 Close Move Object 5 (1,600 lbs, 30-ft line, Limited (Mechanical Beings Only))
Big Bomber!: Dangerous 4 Penetrating 12 Shared (J.A.K.Q.) Variable Descriptor 2 (Anything Chosen by Big One) Blast 15 (Varies, DC 30). Total: 7

J.A.K.Q Covack!: Dangerous 4 Grab-Based Shared (Core J.A.K.Q.) Penetrating 10 Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13 (Magnetic, DC 28), Linked Feature 1 (Targets Killed by this Technique Explode Upon Death), A.E (J.A.K.Q. Hurricane!: Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Force/Gravitic/Magnetic/Radiation) Burst Area 1 Damage 13 (Force, DC 28, 30-ft burst, Limited (Area Travelled))). Total: 6

Advantages
Accurate Attack, Agile Feint, Assessment, Benefit 1 (ISSIS Operative), Connected, Contacts, Defensive Attack, Equipment 19 (Heart Buggy, Radio, Sky Ace/Jack Tank), Evasion 2, Fascinate (Deception), Improved Critical (Unarmed) 1, Improved Defense, Improved Disarm, Improved Initiative 1, Improved Trip, Leadership, Move-By Action, Ranged Attack 4, Redirect, Set-Up 1, Takedown 2, Teamwork, Uncanny Dodge, Weapon Bind, Well-Informed
Equipment

Image
Heart Buggy (PL 8 (50 EP/10 PP))
Large
Strength 6
Speed 7 (1/2-mpr/250 mph)
Defense +6 (DC 16)
Toughness 10
Features 2 (Communications (Radio), Navigation System)
Powers
Machine Gun: Multiattack Blast 7 (Ballistic, DC 22)
Off-Roader: Movement 1 (Sure-Footed 1)
Sky Jets: Leaping 5 (250-ft)

Personal Radio: Communication Link (ISSIS Lines)

*40 points for Sky Ace & Jack Tank
Skills
Acrobatics 4 (+8/12 Total)
Athletics 4 (+7/12 Total)
Close Combat: Unarmed 2 (+10/12 Total)
Deception 7 (+10 Total)
Expertise: Current Events (AWE) 5 (+8 Total)
Expertise: Law Enforcement 5 (+8 Total)
Expertise: Science 5 (+7 Total)
Insight 5 (+8 Total)
Investigation 6 (+9 Total)
Perception 4 (+7 Total)
Persuasion 5 (+8 Total)
Ranged Combat: Heartcute 4 (+10 Total)
Stealth 4 (+8/8 Total)
Technology 2 (+5 Total)
Treatment 2 (+5 Total)
Vehicles 6 (+8 Total)

Offense
Initiative +8/10
Unarmed +10/12 | Close, Damage 3/6, Crit 19-20 (Penetrating 6 with Magnetic Channeling)
Heartcute Smash! +10 | Breaking Smashing Strength-Damage 8, Crit 19-20
Heartcute Toss! +10 | Smashing Strength-Based Blast 8, Crit 19-20
Heartcute Magnetic Power! (DC20) | Line Area 1 Affliction 10 (Dazed/Stunned/Incapacitated), Linked Line Area 1 Move Object 5, Limited to Mechanical Beings
J.A.K.Q. Covack! +10 | Grab-Based Shared (Core J.A.K.Q.) Penetrating 10 Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13, Crit 16-20
J.A.K.Q. Hurricane! (DC23) | Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation/Force) Burst Area 1 Damage 13, Limited (Area Travelled)

Defense
Dodge 10/12, Parry 10/12, Fortitude 6/8, Toughness 4/8, Will 7

Abilities 60, Powers 105.5, Advantages 44, Skills 34.5, Defenses 14 = 258 PP

________________________________________________________________________________________________________________________

Complications

Personality - Karen's a dedicated, determined detective, though still falls to the trappings of 70s Female Toku Hero Tropes.

Power Loss (Heart Queen) - The core members of J.A.K.Q. are unable to transform at will, requiring the use of their "Powered Capsules", imbuing them with their specific energy type and activating their enhanced forms. Usually, these are stored at their home base or aboard the Sky Ace, but separation from their capsules is a common limitation in their adventures.

Relationship (Spade Ace) - Near the end of their series, Goro and Karen became...involved.

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

Notes: This rebuild of Heart Queen sets her up as a PL 9.5/10; a solid combatant, making great use of both her police training and magnetic power. With powerful magnetic senses, a Magnetic Deflection power (which she used to catch bullets in her human form), and the Sentai Pink staple power; Disguise Mastery, allowing her to infiltrate with the best of them.

Image
Last edited by OwOMotaros on Sat Aug 05, 2023 9:58 am, edited 24 times in total.
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OwOMotaros
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Clover King

Post by OwOMotaros »

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

Image
Image

"The deadly punch of the green flame! You'll see fire in your eyes from my gravitational punch! Clover King!"

Clover King (Daichi Bunta)

PL 10 (PL 13 w/Team Finishers (231.5 PP))

Identity: Daichi Bunta (Known to Authorities)
Gender: Male
Age: Unknown (Late-20s?)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai, ISSIS (International Science Special Investigation Squad), Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Tokyo, Japan

Abilities
Strength 4/6, Stamina 4/6, Agility 2/6, Dexterity 0
Fighting 8/10, Intellect 4, Awareness 2, Presence 2

Powers

ISSIS Cyberization: Permanent Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 5 (Aging, Disease, Poison, Gravity Effects 2, Gravity Limited (Half Effect)), Leaping 1 (15-ft), Senses 8 (Visual 1 (Extended 1 (-1/100))), (Hearing 1 (Extended 1 (-1/100))), (Mental 6 (Detect Gravity 6 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1))). Total: 15

Clover King!: Activation 2. Total: 84

Cyborg Protector: Decreased Stealth 2, Enhanced Abilities 10 (Strength 2, Stamina 2, Agility 4, Fighting 2), Enhanced Advantages 7 (Agile Feint, Evasion 1 (Total 2), Fast Grab, Improved Grab, Strongarm, Takedown 1 (Total 2), Uncanny Dodge), Enhanced Parry 2, Immunity 5 (Environmental Conditions 5), Leaping 2 (60-ft), Movement 1 (Safe Fall), Protection 2, Speed 2 (120-fpr/8 mph). Total: 41

Gravitic Channeling: Penetrating 6, Gravitic Descriptor on Unarmed Damage. Total: 7

Personal Gravity Control: Sustained Increased Mass 5 (3 tons), Enhanced Knockback 2 to Strength Damage, Power-Lifting 2 (6 tons). Total: 9

Club Megaton: (Megaton Smash!: Dangerous 1 Grabbing Penetrating 7 Reach 2 (10-ft) Smashing Strength-Based Strike 4 (Bludgeoning, DC 25)), A.E (Megaton Tremors!: Burst Area 1 Extra Condition 1 Affliction 10 (Gravity, DC 20 Dodge/Fortitude, 30-ft burst, (Dazed-Vulnerable/Stunned-Prone), Limited 2 (Two Degrees, Grounded Targets Only))), Activation 1. Total: 16

Big Bomber!: Dangerous 4 Penetrating 12 Shared (J.A.K.Q.) Variable Descriptor 2 (Anything Chosen by Big One) Blast 15 (Varies, DC 30). Total: 7

J.A.K.Q Covack!: Dangerous 4 Grab-Based Shared (Core J.A.K.Q.) Penetrating 10 Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13 (Gravitic, DC 28), Linked Feature 1 (Targets Killed by this Technique Explode Upon Death), A.E (J.A.K.Q. Hurricane!: Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Force/Gravitic/Magnetic/Radiation) Burst Area 1 Damage 13 (Force, DC 28, 30-ft burst, Limited (Area Travelled))). Total: 6

Advantages
Agile Feint, All-Out Attack, Benefit 1 (ISSIS Operative), Chokehold, Daze (Intimidation), Equipment 19 (Auto Clover, Radio, Sky Ace/Jack Tank), Evasion 2, Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 1, Interpose, Inventor, Leadership, Move-By Action, Power Attack, Ranged Attack 3, Set-Up 2, Startle, Strongarm, Takedown 2, Teamwork, Uncanny Dodge, Weapon Bind
Equipment

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Auto Clover (PL 8 (50 EP/10 PP))
Medium
Strength 3
Speed 7 (1/2 mpr/250 mph)
Defense +8 (DC 18)
Toughness 8
Features 2 (Communications (Radio), Navigation System)
Powers
High-Powered Headlights: Environment 1 (Light 1, 30-ft)
Machine Gun: Multiattack Blast 7 (Ballistic, DC 22)
Sky Jets: Leaping 5 (250-ft)

Personal Radio: Communication Link 1 (ISSIS Lines)

*40 points to spend on Sky Ace/Jack Tank
Skills
Acrobatics 4 (+6/10 Total)
Athletics 4 (+8/10 Total)
Close Combat: Unarmed 1 (+9/11 Total)
Deception 2 (+4 Total)
Expertise: Science 9 (+13 Total, 5 Ranks Limited to Marine Sciences)
Insight 3 (+5 Total)
Intimidation 5 (+7/11 Total)
Investigation 4 (+8 Total)
Perception 5 (+7 Total)
Stealth 3 (+5/7 Total)
Technology 6 (+10 Total)
Treatment 3 (+7 Total)
Vehicles 7 (+7 Total)

Offense
Initiative +6/10
Unarmed +9/11 | Close, Damage 4/6 (Penetrating 6 w/Gravitic Channeling, +2 Knockback w/Personal Gravity Control)
Club Megaton - Megaton Smash! +10 | Grabbing Penetrating 7 Reach 2 (10-ft) Smashing Strength-Based Strike 10, Crit 19-20 (+2 Knockback w/Personal Gravity Control)
Club Megaton - Megaton Tremors! (DC20) | Burst Area 1 Affliction 10 (Dazed-Vulnerable/Stunned-Prone), Limited (Grounded Targets Only)
J.A.K.Q. Covack! +10 | Grab-Based Shared (Core J.A.K.Q.) Penetrating 10 Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation) Damage 13, Crit 16-20
J.A.K.Q. Hurricane! (DC23) | Shared (Core J.A.K.Q.) Selective Variable Descriptor 2 (Electrical/Gravitic/Magnetic/Radiation/Force) Burst Area 1 Damage 13, Limited (Area Travelled)

Defense
Dodge 8/12, Parry 8/12, Fortitude 8/10, Toughness 4/8, Will 7

Abilities 52, Powers 99, Advantages 41, Skills 27, Defenses 15 = 234 PP

________________________________________________________________________________________________________________________

Complications

Personality - Daichi's original, stoic scientist personality slowly melted over time to reveal a joyful, child-like personality (which I 100% believe was the result of a mental break).

Power Loss (Clover King) - The core members of J.A.K.Q. are unable to transform at will, requiring the use of their "Powered Capsules", imbuing them with their specific energy type and activating their enhanced forms. Usually, these are stored at their home base or aboard the Sky Ace, but separation from their capsules is a common limitation in their adventures.

Trauma - Daichi's life, death, and second life have been fraught with suffering and insanity. Losing his entire family to a plane crash (including his young sister, who he was especially close to), then dying in a terrifying way while trying to pursue his career, and then being revived without his consent into a super-powered cyborg. You can't tell me there isn't something fucked up in his head now.

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

Notes: This rebuild of Clover King reaches PL 10; a decent mix of brains and brawn, with the highest base Damage effect of the core team, but the lowest accuracy (only hitting PL 8.5 Unarmed while transformed). But his real specialty is his Gravity Control, granting him a small power that could be great for Gravitic Power Stunts. At a baseline, however, it grants him Enhanced Knockback, Power-Lifting, and even a good deal of Increased Mass (which he commonly uses to perform the "King Power Press", a body-press technique).

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Last edited by OwOMotaros on Sat Aug 05, 2023 10:06 am, edited 17 times in total.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: OwOMotaros's Tokusatsu Builds (J.A.K.Q Dengekitai!)

Post by Jabroniville »

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

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

Post by OwOMotaros »

^
Last edited by OwOMotaros on Wed Jan 05, 2022 6:41 am, edited 1 time in total.
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OwOMotaros
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Big One

Post by OwOMotaros »

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

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"J.A.K.Q Dengekitai's Acting Commander, Sokichi Banba. Big One!"

Big One (Banba Sokichi)

PL 12 (14 w/Big Bomber! (375 PP))

Identity: Banba Sokichi (Known to Authorities)
Gender: Male
Age: Unknown (Mid-40s-ish?)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: Black
Group Affiliation: J.A.K.Q Dengekitai (Leader), ISSIS (International Science Special Investigation Squad), Super Sentai
Base Of Operations: J.A.K.Q Headquarters, Tokyo, Japan

Abilities
Strength 5/7, Stamina 5/7, Agility 5/7, Dexterity 7
Fighting 11/13, Intellect 5, Awareness 5, Presence 7

Powers

Perfect ISSIS Cyberization: Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 30 (Aging, Disease, Poison, Gravity Effects 2, Magnetic Effects 5, Electrical Effects 10, Radiation Effects 10, Gravity/Magnetic/Electrical/Radiation Limited (Half Effect)), Leaping 2 (30-ft), Senses 37 (Visual 7 (Extended 1 (-1/100) Low-Light Vision 1 Penetrates Concealment 4 Ultravision 1)), (Hearing 6 (Accurate 4 Extended 1 (-1/100) Ultra-Hearing 1)), (Mental 24 (Detect Electricity 6 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1)), (Detect Gravity 6 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1)), (Detect Magnetic Fields 6 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1)), (Detect Radiation 6 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1))). Total: 57.5

Supreme Disguise Mastery (He used this to pretend to be Hitler): Continuous Resistible by Insight Morph 3 (Humanoids), Quirk 1 (Unusable While Transformed). Total: 14

Red Rose: Activation 1. Total: 76.5

Ultimate Cyborg Protector: Decreased Stealth 2, Enhanced Abilities 8 (Strength 2, Stamina 2, Agility 2, Fighting 2), Enhanced Advantages 5 (Agile Feint, Evasion 1 (Total 2), Improved Initiative 1, Seize Initiative, Takedown 1 (Total 2)), Enhanced Skills 6 (Acrobatics 3, Athletics 3), Subtle 1 Flight 7 (1/2-mpr/250 mph), A.E (Speed 4 (500-fpr/30 mph)), Immunity 5 (Environmental Conditions 5), Leaping 2 (120-ft), Movement 1 (Safe Fall), Protection 3, Variable Descriptor 1 to Strength-Damage (Electrical/Gravitic/Magnetic/Radiation). Total: 52

Acceleration Switch: Fades Enhanced Speed 5 (2-mpr/1,000 mph). Total: 2.5

Energy Channeling: Penetrating 7 to Unarmed Damage. Total: 7

Big Baton: Dangerous 2 Double Penetrating 8 Reach 1 (5-ft) Strength-Based Strike 3 (Bludgeoning, DC 25), Device (Easily Removable). Total: 9

Big Bomber: Dangerous 4 Penetrating 12 Shared (J.A.K.Q.) Variable Descriptor 2 (Chosen by Big One) Blast 15 (Varies, DC 30). Total: 7

Advantages
Accurate Attack, Agile Feint, Assessment, Benefit 7 (Cipher 2, Legendary Ranger, High-Ranking ISSIS Official, May Use Expertise: Current Events for Connected/Contacts/Well-Informed), Connected, Contacts, Daze (Deception), Defensive Attack, Eidetic Memory, Equipment 8 (Sky Ace/Jack Tank), Evasion 2, Fascinate (Deception), Fearless, Grabbing Finesse, Hide in Plain Sight, Improved Critical (Unarmed) 2, Improved Critical (Polearms) 2, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Smash, Improved Trip, Inventor, Jack-Of-All-Trades, Languages 3 (Japanese (Base), Whole Bunch of Others (Highly-Experienced Super-Operative)), Leadership, Luck 2, Move-By Action, Power Attack, Quick Draw, Ranged Attack 4, Redirect, Seize Initiative, Set-Up 4, Takedown 2, Taunt, Teamwork, Tracking (Visual), Uncanny Dodge, Weapon Bind, Well-Informed

Skills
Acrobatics 5 (+10/15 Total)
Athletics 5 (+10/15 Total)
Close Combat: Unarmed 2 (+13/15 Total)
Close Combat: Big Baton 1 (+14 Total)
Deception 8 (+15 Total)
Expertise: Current Events (AWE) 8 (+13 Total)
Expertise: Science 12 (+17 Total, 5 Ranks Limited to Cybernetics)
Insight 8 (+13 Total)
Intimidation 3 (+10 Total)
Investigation 4 (+9 Total)
Perception 8 (+13 Total)
Persuasion 4 (+11 Total)
Ranged Combat: Big Bomber! 2 (+13 Total)
Sleight of Hand 3 (+10 Total)
Stealth 6 (+11/11 Total)
Technology 10 (+15 Total)
Treatment 5 (+10 Total)
Vehicles 1 (+8 Total)

Offense
Initiative +9/15
Unarmed +13/15 | Close, Damage 5/7, Crit 18-20 (Penetrating 7 with Energy Channeling)
Big Baton +14 | Double Penetrating 8 Reach 1 (5-ft) Strength-Based Strike 10, Crit 16-20
Big Bomber! +13 | Penetrating 12 Shared (J.A.K.Q.) Variable Descriptor 2 (Chosen by Big One) Blast 15, Crit 16-20

Defense
Dodge 12/14, Parry 12/14, Fortitude 8/10, Toughness 5/10, Will 11

Abilities 100, Powers 148, Advantages 63, Skills 47, Defenses 17 = 375 PP

________________________________________________________________________________________________________________________

Complications

Personality - Sokichi shares most of the common traits of a Hiroshi Miyauchi-portrayed character; suave, charismatic, flamboyant, a quiet badass, etc. In Sokichi's case, the flamboyancy is pushed to 11.

Power Loss (Big Bomber) - J.A.K.Q. cannot just spam out Big Bomber shots.

Power Loss (Red Rose) - While Big One is not reliant on a Strengthening Capsule to assume his transformed state like the rest of J.A.K.Q., he does seem to require his signature Red Rose to assume these abilities.

Responsibility (ISSIS/J.A.K.Q.) - Sokichi has been put in command of Japan's ISSIS Branch, and into the field commander role of their personal Sentai, the J.A.K.Q. Dengekitai. He takes his role seriously but does enjoy messing with his subordinates.

Responsibility (Power) - Big One is much stronger than the rest of his team and often stays out of their battles unless absolutely necessary.

Rivalry (Boss Iron Claw) - Big One and Iron Claw have a lightly touched upon, but seemingly extremely volatile relationship, with Iron Claw being more than willing to throw down at the drop of a hat.

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

Notes: This rebuild of Big One sets him up as a PL 12; vastly outside of the rest of his team's league, and even to this day, one of the strongest individual Rangers. Stacking the resistances and sensory powers of the rest of the team onto himself, alongside naturally higher stats, access to flight, and his Big Baton, he's mighty, comparable to even the Riders of the era. In short, Big One is an absolute MONSTER. He'd easily be able to sweep his team in a fight, and even in a fight against his predecessor and combat equal Akarenger, the chances weigh heavily in his favor.

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Side Note: Sokichi Banba is played by Toku Legend Hiroshi Miyauchi. This marks the 3rd character of his I've statted out, including Kamen Rider V3 and Aorenger.
Last edited by OwOMotaros on Sun Jun 04, 2023 8:58 am, edited 18 times in total.
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OwOMotaros
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J.A.K.Q Equipment

Post by OwOMotaros »

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"Sky Ace, hasshin!"
Sky Ace (PL 12 (105 EP/21 PP))
Colossal
Strength 18
Flight 9 (2-mpr/1,000 mph)
Defense +8 (DC 18)
Toughness 16
Features 7 (Autopilot 2, Communications (Radio), Computer, Garage, Navigation System, Powered Capsule Storage)
Powers
Armor Plating: Impervious Toughness 15
Sky Drill: Penetrating Ranged Burrowing 8 (250-ft)
Sky Hand: Elongation 4 (120-ft), Limited to Extra Limb, Extra Limb 1
Sky Rocket: Penetrating 10 Direct Hit 2 Burst Area 2 Blast 12 (Explosive, DC 29/27, 60-ft burst)
  • A.E: Sky Missiles: Multiattack Blast 10 (Explosive, DC 25)
The Sky Ace is J.A.K.Q's "Flying Fortress", and their most powerful weapon due to lacking a mecha. A fast aerial craft with storage space for their land vehicles and their Strengthening Capsules. It's so powerful and dangerous that Crime's main priority on more than one occasion was taking it out of the fight.

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"Jack Tank, go!"
Jack Tank (PL 9 (85 EP/17 PP))
Huge
Strength 10
Burrowing 8 (250-fpr/16 mph), A.E (Speed 4 (500-fpr/30 mph))
Defense +6 (DC 18)
Toughness 12
Features 3 (Communications (Radio), Navigation System, Powered Capsule Storage)
Powers
Armor Plating: Impervious Toughness 13
Jack Tank Rocketter: Penetrating 7 Direct Hit 3 Burst Area 1 Blast 9 (Explosive, DC 27/24, 30-ft burst)
Long Hand: Elongation 2 (30-ft), Limited to Extra Limb, Extra Limbs 2, Linked Platform Flight 2 (120-fpr/8 mph)
The Jack Tank is J.A.K.Q heavily armored land beast, capable of drilling through the Earth or utilizing a grappling hand to lift itself to hard-to-reach spots. Both are essential to J.A.K.Q's operations.
Last edited by OwOMotaros on Sat Aug 05, 2023 11:24 am, edited 9 times in total.
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Re: OwOMotaros's Tokusatsu Builds (J.A.K.Q Dengekitai!)

Post by KorokoMystia »

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