Jab’s Builds! (Beaker! Sam Eagle! Miss Piggy! The Swedish Chef!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Zorn

Post by Jabroniville »

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ZORN
Role:
Fast Guy, Mind-Controlled Thief
PL 9 (112)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills: 
Acrobatics 4 (+8)
Athletics 7 (+10)
Expertise (Thief) 7 (+9)
Insight 4 (+6)
Intimidation 6 (+8)
Perception 7 (+9)
Ranged Combat (Throwing Axe) 4 (+12)
Stealth 5 (+9)

Advantages: 
Equipment 3 (Axe- Strength-Damage +3 & Blast 5- Diminished Range & Shield +1), Ranged Attack 4

WeaponLord Fighting Style: 
Accurate Attack, All-Out Attack, Benefit 1 (50% Chance +2 to Hit if Successfully Parried Last Turn), Defensive Attack (Parry), Improved Smash, Ranged Attack 2, Startle, Takedown 2, Weapon Break

Powers:
"Special Moves"
"Hell Grinder" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Requires Axe) (-2 to Defenses) (1) -- [2]
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Features 1: Adds Weapon Damage to Special Moves [1]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Axe +11 (+6 Damage, DC 21)
Special Moves +9 (+8 Damage, DC 23)
Throwing Axe +12 (+4 Ranged Damage, DC 19)
Initiative +3

Defenses:
Dodge +10 (+11 Shield, DC 20-21), Parry +12 (+13 Shield, DC 22-13), Toughness +4, Fortitude +6, Will +6

Complications:
Responsibility (Possessed)- The Skull Shield actually has Zorn possessed, and compels him to hunt down and murder his former fellow thieves.
Weakness (Predictability)- Zorn 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 54 / Skills: 46--23 / Advantages: 7 + 11 / Powers: 3 / Defenses: 12 (112)

-Zorn now comes off as pretty hilarious, given the Son of Zorn show that's out now. He's a bit more lightly built than the other males in the series, meaning that he's about as ripped as... well, M. Bison instead of Zangief. Seriously, where else but here and pro wrestling are you gonna see a guy who's 6'2" and 235 as one of the SMALLER guys around? Zorn is a thief who is possessed by a Skull Shield which was the head of an Orc- in his Story Mode Ending, it gains a new body and kills him.

-Zorn uses a small-ish Axe, which doubles as a Throwing Weapon, and is one of few fighters to carry a shield (a wicked Skull Shield). His moves are otherwise similar to Korr's.
Last edited by Jabroniville on Thu Sep 19, 2019 5:56 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Talazia

Post by Jabroniville »

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TALAZIA
Role:
Fast Girl, Athletic Fighter
PL 9 (118)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 12 (+14)
Expertise (Survival) 6 (+9)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 4 (+7)
Ranged Combat (Throwing Axe) 4 (+12)
Stealth 2 (+8)

Advantages: 
Equipment 3 (Throwing Axe +2, +4 Blast- Diminished Range, Shield +1- Split on Damage), Improved Initiative, Ranged Attack 6

WeaponLord Fighting Style: 
Accurate Attack, All-Out Attack, Benefit 1 (50% Chance +2 to Hit if Successfully Parried Last Turn), Defensive Attack (Parry), Improved Smash, Ranged Attack 2, Startle, Takedown 2, Weapon Break

Powers:
"Special Moves"
"Dive Attack" Strength-Damage +2 (Feats: +2 To Hit Crouching Opponents) (Inaccurate -1) (2) -- [5]
  • AE: "Prey Launch" Special Moves" Strength-Damage +2 (Feats: +2 To Hit Leaping Opponents) (Inaccurate -1) (2)
  • AE: "Phoenix Strike" Strength-Damage +2 (Feats: Reach) (Inaccurate -1) (2)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Features 1: Adds Weapon Damage to Special Moves [1]

Offense:
Unarmed +13 (+2 Damage, DC 17)
Axe +13 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Throwing Axe +12 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +11 (+12 Shield, DC 11-22), Parry +13 (+14 Shield, DC 23-24), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibility (Actually a Bird)- Talazia was born a Falcon, but does not know that she has been cursed to become a human. She dreams of flying.
Weakness (Predictability)- Talazia 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 64 / Skills: 30--15 / Advantages: 10 + 11 / Powers: 6 / Defenses: 10 (118)

-Talazia, the smallest female character at 5'10" 163 lbs. (I love this game), is actually a FALCON who was cursed to become a human. The only dark-skinned character, she's also the fastest, and does a lot of T.Hawk-style diving and leaping moves, meaning her Specials have some of the most variety of the series. Also, she wears a thong, and has straps that criss-cross her legs- BARBARIAN FISHNETS, YOU GUYS.
bsdigitalq
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Re: Jab's Builds! (Hyperion! Nth Man! OMAC! Captain Comet! WeaponLord!)

Post by bsdigitalq »

You also gotta love how even the lithe, fast character still has rippling muscular definition out the wazoo.

God I love this game.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Hyperion! Nth Man! OMAC! Captain Comet! WeaponLord!)

Post by Jabroniville »

bsdigitalq wrote: Tue Jul 11, 2017 4:11 am You also gotta love how even the lithe, fast character still has rippling muscular definition out the wazoo.

God I love this game.
Yeah, she'd be the Hot Amazon in any other game. But even the SORCERESS is bigger in WeaponLord!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Hyperion! Nth Man! OMAC! Captain Comet! WeaponLord!)

Post by Jabroniville »

Okay, so I'm slowly... SLOWLY... going through my PhotoBucket and translating pics over to SmugMug, at which point I copy those, paste them into my word files, and then translate them to the thread(s). Sailor Moon, Wicked, Jem and some of the Animals Builds are done- the Fish, Reptiles, Amphibians & Marsupials all have nice, new pic links!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Bane

Post by Jabroniville »

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BANE
Role:
The Huge Guy, Grappler
PL 9 (90)
STRENGTH
5 STAMINA 6 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE -1

Skills:
Athletics 4 (+9)
Expertise (Survival) 7 (+8)
Intimidation 9 (+8)
Perception 4 (+5)

Advantages:
Equipment 1 (Rock Warhammer +3 & Bone Hook- Slashing or Bludgeoning Damage- Split), Fast Grab, Improved Hold, Improved Trip

WeaponLord Fighting Style:
Accurate Attack, All-Out Attack, Benefit 1 (50% Chance +2 to Hit if Successfully Parried Last Turn), Defensive Attack (Parry), Improved Smash, Ranged Attack 2, Startle, Takedown 2, Weapon Break

Powers:
"Special Moves"
"Spinning Hammer Attack" Strength-Damage +0 (Extras: Multiattack 7) (Flaws: Requires Sword) (-2 to Defenses) (2) -- [4]
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Curse Slam" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Round) (Inaccurate -1) (2)
Features 1: Adds Weapon Damage to Special Moves [1]
Immunity 1 (Weapon Breaks) [1]
"Power Hitter" Strength-Damage +1 [1]

Offense:
Unarmed +9 (+6 Damage, DC 20)
Warhammer +9 (+8 Damage, DC 22)
Special Moves +7 (+10 Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +11 (DC 21), Toughness +6, Fortitude +7, Will +6

Complications:
Weakness (Predictability)- Bane 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 42 / Skills: 24--12 / Advantages: 4 + 11 / Powers: 7 / Defenses: 14 (90)

-At 6'8" 397, Bane is the immense Powerhouse of the game (though smaller than Zarak the Final Boss, of course). He's ridiculously overmuscled to the point where Arnold Schwarzenegger would think he needs to tone down the steroids, he wields a large Warhammer, and he's wearing a friggin' wolf's skull as a headdress- the dude screams "Bad-Ass". Bane has the most grapples of the game, and is keyed towards that. His ending reveals that he is Korr's long-lost brother, and has been living wild after being taken in a raid years ago.
Jabroniville
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Jen-Tai

Post by Jabroniville »

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JEN-TAI
Role:
Enormous Amazon, Arena Fighter
PL 9 (109)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 4 (+9)
Expertise (Barbarian Mercenary) 8 (+9)
Insight 3 (+6)
Intimidation 4 (+7)
Perception 4 (+7)
Persuasion 2 (+5)
Stealth 1 (+5)

Advantages:
Equipment 1 (Big Sword +3 & Small Shielf- +1 Defenses), Fast Grab, Improved Hold, Improved Initiative, Improved Trip

WeaponLord Fighting Style:
Accurate Attack, All-Out Attack, Benefit 1 (50% Chance +2 to Hit if Successfully Parried Last Turn), Defensive Attack (Parry), Improved Smash, Ranged Attack 2, Startle, Takedown 2, Weapon Break

Powers:
"Special Moves"
"Ram Toss" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Round) (Inaccurate -1) (2) -- [3]
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Features 1: Adds Weapon Damage to Special Moves [1]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Sword +11 (+6 Damage, DC 21)
Special Moves +9 (+8 Damage, DC 23)
Initiative +8

Defenses:
Dodge +10 (+11 Shield, DC 20-21), Parry +12 (+13 Shield, DC 22-23), Toughness +4, Fortitude +6, Will +7

Complications:
Enemy (Zarak the DemonLord)- Jen-Tai's father was killed by Zarak, who mourned the man as a great foe and possible ally. Though he gifted the man's sword to Jen-Tai, she bears a grudge.
Relationship (Jabroniville)- They are married, though she is a fierce and demanding wife.
Weakness (Predictability)- Jen-Tai 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to her 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: 5 + 11 / Powers: 4 / Defenses: 12 (109)

-Jen-Tai is a 6'10", 265 lb. woman who...

*thump!*

-OW! Sorry- passed out there for a second. Blood loss to brain... making me woozy...

-But seriously- MOTHER OF GOD!! She's a freakin' AMAZON! A 6'10", aggressive, musclebound Queen of the Arena, Jen-Tai wears a bad-ass four-horned barbarian helmet, uses a sword & shield, and is more muscular than the MEN of most video games! And the game designers made HER Miss Fanservice! This right here? This is why I'm statting WeaponLord.

-Jen-Tai's father was killed by Zarak, who mourned a great foe, and the loss of a potential ally. Out of respect, he had the man's sword delivered to Jen-Tai, who grew into a supreme fighter- packing enormous muscle mass (especially THOSE THIGHS!!!) onto an exceptionally-tall frame. Jen-Tai is actually a bit closer to the "Ryu", stats-wise, as she's a notch below Korr in strength, but higher in speed. She's also the resident Fanservice character, as she fights in a fur bikini, the bottoms of which flip up when she's knocked down, revealing pure white panties for a few frames of animation before it flips back down.

-But man... dig those HORNS. That is the most bad-ass barbarian helmet EVER- and it's on the biggest, toughest woman of the game.
Spectrum
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Re: Jab's Builds! (Captain Comet! WeaponLord- Korr! Bane! Jen-Tai!)

Post by Spectrum »

She strikes me as painfully topheavy... wobblewobbleflomp.. pantyshot!
We rise from the ashes so that new legends can be born.
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Ares
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Re: Jab's Builds! (Captain Comet! WeaponLord- Korr! Bane! Jen-Tai!)

Post by Ares »

Spectrum wrote: Tue Jul 11, 2017 8:05 pm She strikes me as painfully topheavy... wobblewobbleflomp.. pantyshot!
That's not a bug, that's a feature.
"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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Ares
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Re: Jab's Builds! (Captain Comet! WeaponLord- Korr! Bane! Jen-Tai!)

Post by Ares »

Actually, the helmet and horn based attacks reminds me of a similar race of amazonian women from Privateer Press' Iron Kingdoms/War Machine setting. They were all tall, incredibly beautiful, and amazing fighters. They even had this unique ability to stun people that was called "Great Rack".

. . . what? Those women have natural horns that they use to headbutt you with.
"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)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
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Arkrite
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Re: Jab's Builds! (Captain Comet! WeaponLord- Korr! Bane! Jen-Tai!)

Post by Arkrite »

*reads the complications and giggles*
Spectrum
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Re: Jab's Builds! (Captain Comet! WeaponLord- Korr! Bane! Jen-Tai!)

Post by Spectrum »

Mmm, doesn't go far enough... enemy- sisterwives.
We rise from the ashes so that new legends can be born.
Jabroniville
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Divada

Post by Jabroniville »

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DIVADA
Role:
Sinister Magic-User, Evil Woman
PL 9 (139)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 8 (+10)
Expertise (Magic) 8 (+11)
Insight 5 (+8)
Intimidation 4 (+7)
Perception 4 (+7)
Ranged Combat (Orb of Souls/Ground Blast) 2 (+12)
Stealth 1 (+6)

Advantages: 
Equipment 1 (Double-Bladed Staff +2- Split), Ranged Attack 6, Ritualist

WeaponLord Fighting Style: 
Accurate Attack, All-Out Attack, Benefit 1 (50% Chance +2 to Hit if Successfully Parried Last Turn), Defensive Attack (Parry), Improved Smash, Ranged Attack 2, Startle, Takedown 2, Weapon Break

Powers:
"Special Moves"
Teleport 5 (Feats: Change Direction) (11) -- [17]
  • AE: "Dive Attack" Strength-Damage +2 (Feats: +2 To Hit Crouching Opponents) (Inaccurate -1) (2)
  • AE: "Soul Displacer" Leaping 1 (15 feet) (1)
  • AE: "Psycho Blades" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Requires Staff) (-2 to Defenses) (1)
  • AE: "Orb of Souls" Blast 4 (Diminished Range, -2 to Defenses) (5)
  • AE: "Ground Blast" Affliction 5 (Strength; Dazed & Hindered/Prone & Stunned) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree) (Diminished Range, -2 Defenses) (7)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Features 1: Adds Weapon Damage to Special Moves [1]

Offense:
Unarmed +13 (+2 Damage, DC 17)
Double-Bladed Staff +13 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Orb of Souls +12 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Power)- Divada sacrificed her own father's life for more power- she will stop at nothing to rule the world.
Weakness (Predictability)- Divada 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 she tries the same technique (or same combo of techniques) in a short span, she will be at -2 to Accuracy, AND to her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 72 / Skills: 38--19 / Advantages: 8 + 11 / Powers: 18 / Defenses: 13 (141)

-A medium-sized female fighter at a mere six feet tall, and 210 ripped, corded pounds, Divada is our token "Bad Girl"- a demonic sorceress who sacrificed her own father for magical might, and seeks to rule everything. A nasty sort, she has by far the most Powers of the characters, and costs more than a standard PL 9. That said, she's still a lighter-weight fighter, so has to play it smart to win. Her powers consist of a short-range Teleport, Leaping (allowing her to get behind opponents more easily), Blasting people, Blasting the ground (a Ranged Trip, more or less), Slash away (Multiattack or Regular), and a Dive Attack.
Jabroniville
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Zarak

Post by Jabroniville »

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ZARAK THE DEMONLORD
Role:
Final Boss
PL 11 (139)
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 5 (+11)
Deception 2 (+5)
Expertise (Barbarian Warlord) 10 (+12)
Insight 2 (+5)
Intimidation 8 (+11)
Perception 3 (+6)
Persuasion 4 (+7)

Advantages:
Equipment 1 ("Guillotine" Long Weapon +3), Ranged Attack 6

WeaponLord Fighting Style:
Accurate Attack, All-Out Attack, Benefit 1 (50% Chance +2 to Hit if Successfully Parried Last Turn), Defensive Attack (Parry), Improved Smash, Ranged Attack 2, Startle, Takedown 2, Weapon Break

Powers:
"Special Moves"
"Warp Spider" Blast 6 (Diminished Range, -2 to Defenses) (7) -- [9]
  • AE: "Guillotine Strike" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Web Slap" Strength-Damage +2 (Feats: Reach) (Inaccurate -1) (2)
Features 1: Adds Weapon Damage to Special Moves [1]

Offense:
Unarmed +12 (+6 Damage, DC 21)
Guillotine +12 (+9 Damage, DC 24)
Guillotine Strike +10 (+11 Damage, DC 26)
Warp Spider +12 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +7, Fortitude +9, Will +8

Complications:
Motivation (Power)- Divada sacrificed her own father's life for more power- she will stop at nothing to rule the world.
Weakness (Predictability)- Zarak 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 34--17 / Advantages: 7 + 11 / Powers: 10 / Defenses: 16 (139)

-Massive even for this series, Zarak is seven feet tall and 435 lbs.- a true Barbarian Champion. Packing a massive polearm and a vicious look (his armor is basically a moving set of spider legs), he's COMPLETELY METAL both in design and in personality. He's the type of man to mourn a fallen foe as a great adversary (Jen-Tai's father), and refuse to slaughter children so that they can grow up and challenge him fairly. That's right- he was AWARE of the prophecy of the six children that would grow up, allowing one of them to unseat the DemonLord... and chose to meet his fate in fair combat, LIKE A BOSS.

-If you play Zarak in Story Mode, he wins the tournament... but is confronted by Raith, the previous lord (and Zarak's own father)- Raith thus kills Zarak, keeping the destiny intact.

-Zarak is PL 11, like most Fighting Game Bosses for PL 9 games- he is huge, dominant, and hard-hitting- +11 for a Special Move is INSANE for a Fighting Game, largely thanks to his huge blade.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Captain Comet! WeaponLord- Korr! Bane! Jen-Tai!)

Post by Jabroniville »

Arkrite wrote: Tue Jul 11, 2017 9:21 pm *reads the complications and giggles*
heh- thanks. I always like to sneak stuff in when I can :).
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