Jab’s Builds! (Whomp 'Em! Plumbers Don't Wear Ties! ToeJam & Earl!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Jake

Post by Jabroniville »

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JAKE
Role:
Minor Mooks, Street Thugs
PL 4 (42)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

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

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

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

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

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 30 / Skills: 8--4 / Advantages: 5 / Powers: 0 / Defenses: 3 (42)

-The PL 4 Minions are the guys with Health Bars half that of the heroes- they don't go down as easily as the PL 3s, but they certainly don't put up much of a fight, either. Jake is a pretty common loser with a blue jacket & pants (a swap of Bred & Dug).


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SIMONS
Role:
Minor Mooks, Street Thugs
PL 6 (52)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

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

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

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

Defenses:
Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +3, Fortitude +3, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 40 / Skills: 8--4 / Advantages: 5 / Powers: 0 / Defenses: 3 (52)

-Simons (named for Gene Simmons of KISS) is a yellow-suited Jake, and has a full energy bar. This makes him a PL 6 version of Jake.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Axl & Slash

Post by Jabroniville »

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AXL
Role:
Bottom-Tier Mooks, Street Thugs
PL 4 (42)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

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

Advantages:
Fast Grab, Improved Defenses, Ranged Attack 2, Set-Up

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

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3, Fortitude +3, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 30 / Skills: 8--4 / Advantages: 5 / Powers: 0 / Defenses: 3 (42)

-Axl wears a black leather jacket that shows off his muscles, and is the same as the PL 3s, except a bit stronger & tougher. His Health Bar's the same length, but he's known for blocking incoming attacks and hitting a little harder.

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SLASH
Role:
Minor Mooks, Street Thugs
PL 5 (42)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

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

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

Offense:
Unarmed +6 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +3, Fortitude +2, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 34 / Skills: 8--4 / Advantages: 6 / Powers: 0 / Defenses: 3 (47)

-Slash is Axl, but in brown. Naturally, Axl & Slash are named for the lead band members of Guns 'n' Roses. He's basically a PL 4, upgraded like Axl was.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Holly Wood & El Gado

Post by Jabroniville »

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HOLLY WOOD
Role:
Military-Style Thugs
PL 5 (45)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
All-Out Attack, Equipment (Knife +1- Improved Critical), Fast Grab, Ranged Attack 2, Set-Up

Offense:
Unarmed +6 (+2 Damage, DC 17)
Knife +6 (+3 Damage, DC 18)
Initiative +2

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

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 32 / Skills: 8--4 / Advantages: 6 / Powers: 0 / Defenses: 3 (45)

HOLLY WOOD (later on) & EL GADO
Role:
Military-Style Thugs
PL 6 (55)
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
All-Out Attack, Equipment (Knife +1- Improved Critical), Fast Grab, Ranged Attack 2, Set-Up

Offense:
Unarmed +8 (+2 Damage, DC 17)
Knife +8 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +4, Fortitude +4, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 40 / Skills: 8--4 / Advantages: 6 / Powers: 0 / Defenses: 5 (55)

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EL GADO (later on)
Role:
Military-Style Thugs
PL 7 (59)
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
All-Out Attack, Equipment (Knife +1- Improved Critical), Fast Grab, Ranged Attack 2, Set-Up

Offense:
Unarmed +8 (+2 Damage, DC 17)
Knife +8 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +4, Fortitude +4, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 40 / Skills: 8--4 / Advantages: 6 / Powers: 0 / Defenses: 9 (59)

-Holly Wood is a black guy wearing fatigues who typically runs in with some knives- knocking him down or out often gives the HERO the option of grabbing the knives for some extra damage. This makes him PL 4.5, but he's still just as vulnerable as the PL 4 types. However, later on in the game, you encounter some with FULL Health Bars, making them quite a bit more dangerous. A few Holly Woods appear in fully-red outfits, but their Health Bars are tiny (Toughness 2), and they usually only throw small explosives (Blast 4 with Diminished Range -2). El Gado is a pallette swap with green & yellow on, and his backstory is that he's a Cuban who went to kill Rolento for the deaths of Gado's family- Rolento instead cut a deal with him and made him an agent. He also appears later on with a GREEN Health Bar, which upgrades him to a PL 7 defensive threat that's much harder to put down (I upgraded his Defenses rather than make him overly-tough).

-Both Wood & Gado appear in the Street Fighter Alpha series as Rolento's henchmen.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Fat Guys

Post by Jabroniville »

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G. ORIBER (Graham Oriber)
Role:
Minor Mook, Big Fat Guy
PL 4 (50)
STRENGTH
3 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Athletics 4 (+7)
Intimidation 5 (+5)
Expertise (Criminal) 3 (+3)

Advantages:
All-Out Attack, Fast Grab, Improved Initiative, Move-By Action, Ranged Attack 2, Set-Up, Startle

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

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 32 / Skills: 12--6 / Advantages: 8 / Powers: 0 / Defenses: 4 (50)

-G. Oriber is the first of the "Fat Guy" enemies you fight- he's a squat, rotund guy with some good muscle mass, and often does charging attacks. He's effectively a PL 4 Mook with his caps shifted around and some better Advantages (Move-By Action & Startle, mainly). He still lacks toughness- he's got the "Half-Bar" of Jake & company. Oriber is apparently Arabic, and the G stands for "Graham".

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BILL BULL & WONG WHO
Role:
Mooks, Big Fat Guys
PL 6 (64)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Athletics 4 (+8)
Intimidation 6 (+6)
Expertise (Criminal) 4 (+4)

Advantages:
All-Out Attack, Fast Grab, Improved Initiative, Move-By Action, Ranged Attack 2, Set-Up, Startle

Offense:
Unarmed +8 (+4 Damage, DC 19)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 44 / Skills: 14--7 / Advantages: 8 / Powers: 0 / Defenses: 5 (64)

-Bill Bull is the next Fat Guy you see- he has a giant Amish-style beard, and is Mexican. Wong Who is the same, but is a fat Chinese guy with one of those trademark tiny ponytails. Both are big, strong PL 6 powerhouses.

WONG WHO (later on)
Role:
Mooks, Big Fat Guys
PL 7 (64)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Athletics 4 (+8)
Intimidation 6 (+6)
Expertise (Criminal) 4 (+4)

Advantages:
All-Out Attack, Fast Grab, Improved Initiative, Move-By Action, Ranged Attack 2, Set-Up, Startle

Offense:
Unarmed +8 (+4 Damage, DC 19)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +9 (DC 19), Toughness +5, Fortitude +5, Will +0

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 46 / Skills: 14--7 / Advantages: 8 / Powers: 0 / Defenses: 6 (67)

-Wong Who appears later on with a full green Health Bar, making him slightly more elite.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Mega Man 9 & 10! Dr. Wily! Rise of the Imperfects!)

Post by Jabroniville »

DAMN. Horrible news tonight. In honor of wrestling's greatest all-around star:




And on a less FEELZ-inspiring note, what anthology of wrestling would be complete without me re-listing Bobby Heena's greatest quotes? Heenan is easily the funniest of anyone in wrestling (though Jesse Ventura got a pretty good one in at the '90 Royal Rumble when the crowd started throwing homophobic slurs at The Genius as he was wrestling Beefcake, and Jesse quipped "EXCELLENT show of support for the San Francisco crowd to hometown hero Brutus Beefcake!"). Heenan's absolute pathological love for the heels, and his blatant bias as a "Broadcast Journalist", made him a hoot to listen to.

Warning: Reading Bobby Heenan quotes may lead to the pissing of pants.

(Shawn Michaels infamously turns on his partner Marty Jannetty, and throws him through the window of The Barber Shop set)
Heenan: "Did you see that? JANNETTY TRIED TO DIVE THROUGH THE WINDOW TO ESCAPE!"
Monsoon: "Are you KIDDING?"
Heenan: "What an act of cowardice!"
---

"You know why there were 220 Mexicans at the Alamo?... They only had one car."

---
Heenan's best-ever moment came as the commentator of the 1992 Royal Rumble, where his blatant bias towards Ric Flair came to a head, and he spent literally 80-plus minutes talking about how great Flair was and how all his enemies sucked. One of the funniest goddamned things EVER.

Or when everyone was eliminated from the ring except Flair Heenan started yelling "He won! He won! Quick give him the belt!" Even though there were still like 15 people left.
---
(The Barbarian enters the Rumble): The Barbarian doesn't like ANYBODY. When I managed him he barely liked ME! Why do you think they call him the Barbarian? He's not a hairdresser on his day off!
---
Bobby: Virgil just came in, he's number 23, right?
Gorilla: That's right!
Bobby: Just think, who knows how many bags he's gone through in the back!
Gorilla: Will you be serious?!
---
(Roddy Piper saves Flair from a Jake Roberts DDT)
Bobby: I never thought I'd say this, but thank you, Roddy. It's a kilt. It's not a skirt, it's a kilt.
(Not long after, Piper attacks Flair)
Bobby: You no-good creep! You skirt-wearing freak! It's not a kilt, it's a skirt!

Or when Heenan literally started bargaining with Jesus to let Flair win "I promise- I'll be a better person!"

---
Brain: (on w:Real American, w:Hulk Hogan's theme music) "That's my second favorite song."
Gorilla: "I'm almost afraid to ask...what's your favorite?"
Brain: "All the rest are tied."
---
Gorilla is talking about the last match, and Bobby is on the banana phone with someone, trying to get advance tickets to Wrestlemania VII, and one listens carefully and hears, in rapid succession:
"That's right, tickets are going on sale" "Well don't get smart with me, I'll slap you in the mouth" "Do you want me to knock ya down?" and as they pan off to an ad, "I'll talk to you later mom"
---
(Bobby on the WWF's 1-900 number)
Gorilla: Kids, ask your parent's permission before calling.
Brain: "And if they don't give you permission, just take a baseball bat, sneak up behind them, and BAM!!"
---
Gorilla: What would you do if you were the Hitman (in a title match)
Brain: Well, I'd have my agent buy it for me and if that didn't work I'd take him out back and waffle him with a tire iron.
---
Gorilla: "That was an illegal move!"
Brain: "No it wasn't."
Gorilla: "Yes it was!"
Brain: "No, it was a legal move, it was a Greco-Roman Hair Pull."
---
(Wrestlemania IX)
Ross: Hogan's giving the money away!
Bobby: Hold my headset! I'm gonna go get some cash!
---
(Referring to Sherri)
Brain: That's my pin-up girl!
Gorilla: I think you should see your occulist.
Brain: There's nothing wrong with my feet!
---
[When Roddy faced Bret for the IC title...after Piper showed some professional courtesy for Bret]
"You know that show of sportsmanship....the respect for each other, the enthusiasm they have....makes me sick!"
---
Gorilla: (referring to a woman's sign in the crowd) Natural Disasters Rule. How about that?
Bobby: If she'd been at home doing the dishes she wouldn't have time to make stupid cards like that. Bimbo.
---
Bobby: (on the foam fingers in the audience) I remember when I used to walk to the ring, McMahon, and people used to hold up one finger.
Vince: That was a different kind of salute.
---
Bobby: Now, wouldn't you classify 20 members of the Hart family living together as a ghetto?
---
(At Havoc 94 Flair walks by Bischoff and Brain was holding up 4 fingers. Hogan walks by after Flair has entered the cage.)
Bischoff: When Flair walked by he held up 4 fingers. That was the sign of the 4 Horsemen.
Brain: When Hogan walked by I held up one finger.
---
Brain: Once you wrestle Rikki Atakki (a Japanese jobber), an hour later you want to wrestle him again.
---
Brain: You know what they call a woman with 2 million dollars?
Schivone: What?
Brain: Divorced.
---
(about Mexican wrestler Tito Santana) "Do you know what 'Arriba' means? It means 'Swim faster, the border guards are behind us".
---
Gorilla: "This place is going crazy! Look at the Hulkster pointing to all of his hulkamaniacs!
Heenan: "He's not pointing to anybody, he's showing off how high he can count!"
---
"I'll say this about Kerry Von Erich. He's the only man I know who can hide his own Easter Eggs."
---
Bobby: "I once knew a couple of Siamese twins."
Hillbilly Jim: "Really? They were born, uh... together like that"
Bobby: "UUUUHHHH, no, a couple weekends ago they had a soldering gun and nothing better to do. DDUUUUUUHHHH YEAH, they were BORN like that!"
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Damnd

Post by Jabroniville »

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DAMND (aka Thrasher)
Role:
First-Level Boss
PL 8 (94)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Athletics 4 (+9)
Deception 2 (+5)
Expertise (Criminal) 7 (+7)
Intimidation 5 (+8)
Perception 4 (+4)

Advantages:
Accurate Attack, All-Out Attack, Fast Grab, Improved Initiative, Improved Hold, Move-By Action, Power Attack, Ranged Attack 2, Set-Up, Startle

Offense:
Unarmed +11 (+5 Damage, DC 20)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +11 (DC 21), Toughness +5, Fortitude +6, Will +4

Complications:
Responsibility (The Mad Gear Gang)

Total: Abilities: 62 / Skills: 22--11 / Advantages: 11 / Powers: 0 / Defenses: 10 (94)

-Damnd (named Thrasher overseas, for obvious reasons) is the first Boss you meet in Final Fight, and even appears in the opening narration, taunting Mike Haggar from a Video Screen. He's a drug dealer who was personally responsible for kidnapping Jessica Haggar. Unable to take on all three heroes by himself despite his huge size (he, like most of the game's bosses, is noticeably larger than even Haggar), he calls on numerous minions to help him out.

-At PL 8, Damnd is almost equal to the game's heroes on a one-to-one basis, but needs help against all three of them for certain. PL 8 is only a bit higher than some of the minions you fight on later levels, but he's MUCH more well-rounded (and most are barely PL 6.5, and have one or two glaring weaknesses)- none of the Mooks you'll fight in the game have Defenses this high, nor any sort of a Will Save (largely meaningless in a Beat 'Em Up, but useful in an RPG).
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Edi. E

Post by Jabroniville »

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EDI. E
Role:
Third-Level Boss
PL 8 (99)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+8)
Deception 4 (+5)
Expertise (Criminal) 4 (+5)
Expertise (Police Officer) 4 (+5)
Intimidation 7 (+8)
Investigation 3 (+4)
Perception 4 (+5)
Ranged Combat (Gun) 2 (+10)
Vehicles 2 (+6)

Advantages:
Accurate Attack, All-Out Attack, Equipment 3 (Pistol +5, Nightstick +1), Fast Grab, Improved Initiative, Improved Hold, Move-By Action, Power Attack, Ranged Attack 4, Set-Up, Startle

Offense:
Unarmed +11 (+4 Damage, DC 19)
Nighstick +11 (+5 Damage, DC 20)
Gun +10 (+5 Ranged Damage, DC 20)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +11 (DC 21), Toughness +5, Fortitude +6, Will +4

Complications:
Responsibility (The Mad Gear Gang)
Relationship (Family)- Edi. only joined the Gang to provide for his family- at least at first.

Total: Abilities: 60 / Skills: 34--17 / Advantages: 13 / Powers: 0 / Defenses: 9 (99)

-Edi. E (yes, with a period after his first name) is a corrupt police officer, a cop on the take who helps out the Mad Gear Gang. When the Gang went down, he was one of the few to escape prosecution, and later on helped Cody Travers get arrested- he's seen chasing after him in some of Cody's win poses in the Street Fighter Alpha games. Part of his backstory ALMOST makes him sympathetic- he couldn't support his family at first, and joined Belger's gang when they offered him a real way to make money. Notably, though he looks to be white with a tan in the first games, he is black in Final Fight Revenge, a fighting game. Other times, he's much lighter. If they can't even get THIS consistent, how do we expect them to keep POISON'S proper sex and/or gender right?

-Edi. E is basically like Damnd, but with some more Skills and some cop-themed stuff, like his gun.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Sodom

Post by Jabroniville »

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SODOM (aka "Katana")
Created By:
Akira Yasuda
First Appearance: Final Fight (1989)
Home Country: The United States
Role: Joke Character, Weapon-User, Japanophile
Vague Martial Art Basis: Unknown
PL 8 (100)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Acrobatics 4 (+8)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+11)
Close Combat (Swords) 2 (+12)
Deception 3 (+2)
Expertise (Criminal) 4 (+4)
Expertise (Japan) 9 (+9)
Intimidation 6 (+5)
Perception 3 (+2)
Stealth 1 (+5)

Advantages:
Equipment (Jitte- Strength-Damage +1- Split, Katana +2), Improved Disarm, Improved Critical (Jitte) 2, Improved Critical (Special Moves) 2, "Jigoku Scrape"- Move-By Action, Startle

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Trade Defenses For Toughness- Block)

Powers:
"Special Moves"
"Butsumetsu Buster/Daikyou Burning" Strength-Damage +2 (Inaccurate -1) [1]
Features 1: Special Moves Add to Strength-Damage of Weapons [1]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Jitte +12 (+4 Damage, DC 19)
Katana +11 (+5 Damage, DC 20)
Special Moves +10 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +6, Will +4

Complications: 
Motivation (Turning Japanese)- Sodom is obsessed with Japan, and sees himself as truly Japanese. His defeat at the hands of Guy in Final Fight left him ashamed, and he strives to perfect his Japanese-ness. This will be accomplished by beating the $#!& out of people.
Responsibility (Poor Japanese Language Skills)- Sodom desperately wants to be Japanese, but can't quite get it right. Difficulties with the language cause him to mispronounce things with great frequency.
Weakness (Predictability)- Sodom, like all Street Fighters, 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: 46 / Skills: 38--19 / Advantages: 8 + 10 / Powers: 2 / Defenses: 15 (100)

-Sodom is one of many Final Fight characters dragged into the Alpha franchise once Capcom stopped coming out with new FF games. A nasty villain who you met in the Subway (wielding a giant katana) seeking great honor by defeating the ninja master Guy, he was turned into a goofy Weeaboo/Japanophile- that is, a white guy obsessed with Japan. This could have been a great joke on modern nerd culture and Otaku, but they never really went anywhere with it. He didn't make it out of the Alpha series, despite being pretty strong in his debut there. He often attempts to re-recruit Rolento to his new gang, or talk with E. Honda about Japan, but he's usually treated like a joke. In his Character Ending, he commits a KAMIKAZE ATTACK that blows up Bison's headquarters, but this is non-canon, as OBVIOUSLY Sodom never won. And yes, he's really named SODOM. This resulted in his name being changed to "Katana" for the American localization.

-A dude on GameFaqs says that he's quite elite (but not top-tier) in Alpha 3, but anyone who shows up in only one series ain't breaking PL 10, says me :). He's still more dangerous than most dumb, jokey characters at PL 8. He's fairly tough, but note the points-cost- his real problem is a lack of versatility.

-Fighting Style: Despite having a very large sprite, Sodom is a rather "pokey" character with his Jitte knives. They don't do a great deal of damage, but he's quick with them, and they give him a good reach advantage. In SF Alpha 3, he can alternate with Katana instead- they do +1 damage, but are -1 accuracy, I guess. A lot of his techniques work by being tricky or sliding through certain offensive moves (a Slide move goes under Low Tiger Shots!), and he has very quick, good Special Moves involving dragging people across the ground, or just slamming them down. His major weakness is a tendency to All-Out Attack, leaving him open for counters.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Belger

Post by Jabroniville »

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BELGER (Horace Belger)
Role:
Final Boss
PL 9 (124)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+8)
Deception 5 (+8)
Expertise (Criminal) 7 (+10)
Intimidation 5 (+8)
Investigation 2 (+5)
Perception 3 (+6)
Ranged Combat (Crossbow) 2 (+13)
Vehicles 2 (+7)

Advantages:
Accurate Attack, All-Out Attack, Benefit 4 (Wealth), Equipment 4 (Crossbow- Blast 5- Multiattack, Motorized Wheelchair), Improved Aim, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 6, Startle

Offense:
Unarmed +11 (+4 Damage, DC 19)
Crossbow +13 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5, Fortitude +6, Will +7

Complications:
Responsibility (The Mad Gear Gang)
Motivation (Greed)
Secret (Not Actually Crippled)- Belger gets around on a motorized wheelchair in order to lull others into a false sense of security.

Total: Abilities: 76 / Skills: 30--15 / Advantages: 21 / Powers: 0 / Defenses: 12 (124)

-Belger is the Final Boss of the game, but actually has the worst design of the six- he's a hunched-over, Amish-looking guy who only fires a crossbow. While that's actually pretty dangerous in a game devoted to fisticuffs, especially since the thing is constantly firing, there's a reason that the game had TWO Bosses and two MINIONS move on to Street Fighter stardom while Belger himself is essentially forgotten. In the finale of the game, he moves towards the window and won't leave- a subsequent attack will LAUNCH him out the thing, resulting in Death By Defenestration- he splats on the ground, the threat ended. He only returns (as the UNDEAD of all things) in Final Fight: Revenge, which has mostly been forgotten. He's a PL 9 Crossbow Guy, with PL 8.5 Defensive abilities (still the highest in his game- he's the only Mad Gear Gang member to start with a WHITE Health Bar). Like most Bosses in the gang, he nonetheless relies on his Minions to offer some protection.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Rolento

Post by Jabroniville »

Image

ROLENTO (Rolento F. Schugerg)
Created By:
Akira Yasuda
First Appearance: Final Fight (1989)
Home Country: The United States
Role: Military Loonie
Vague Martial Art Basis: Special Forces/Escrima
PL 9 (162)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 13 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Athletics 10 (+13)
Deception 4 (+6)
Expertise (Soldier) 10 (+12)
Expertise (Criminal) 3 (+5)
Insight 2 (+4)
Intimidation 6 (+8)
Perception 5 (+7)
Stealth 2 (+8)
Technology 2 (+4)
Vehicles 2 (+8)

Advantages:
Agile Feint, Defensive Attack, Equipment 2 (Staff, Knives, Grenades, Gun), Evasion 2, Grab Finesse, Improved Aim, Improved Critical (Staff) 2, Improved Initiative, Move-By Action, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 6, Seize Initiative, Startle, Tracking

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Martial Strike" Strength-Damage +1 [1]
Features (Adds Strength-Damage to Weapons & Special Moves) [1]
Leaping 1 (15 feet) [1]

"Special Moves"
"Patriot Circle" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) [6]
"Mekong Delta Moves" Strength-Damage +2 (Inaccurate -1) [1]

Equipment:
"Mine Sweeper" Damage 5 (Feats: Reach 3) (Extras: Multiattack) (Flaws: Limited to 5/day) (8) -- (10)
  • AE: "Staff" Strength-Damage +2 (Feats: Split, Reach) (4)
  • AE: "Stinger- Tossed Knife" Strength-Damage +1 (Extras: Ranged 4) (Diminished Range -1) (4)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Staff +13 (+5 Damage, DC 20)
Mekong Delta Moves +11 (+7 Damage, DC 22)
Stinger +12 (+4 Damage, DC 19)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +4 (+5 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Forming Utopia)- Rolento desires to create a strong, militaristic Utopia. To do this, he must beat the $#!& out of people.
Responsibility (Free Will)- While Rolento wishes to become a dictator, he believes that it's only a utopia if the people choose it WILLINGLY- he is disgusted by Bison's use of the Psycho Drive, believing that no true utopia could use such methods.
Weakness (Predictability)- Rolento, like all Street Fighters, 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: 76 / Skills: 54--27 / Advantages: 24 + 12 / Powers: 10 / Defenses: 13 (162)

-Rolento was a pretty cool, militaristic villain from Final Fight (he was taken out of the SNES version, along with his entire stage, due to memory constraints; he was put into Final Fight 2 to make up for it), and got added to SF Alpha 2, joining Sodom & Guy from the first game. He was chosen as the Vega-like character, doing wall-jumps and using a weapon in combat, much like he'd done in his original series. Of course, once they actually brought Vega into the games, he was kinda redundant, but it was still cool to see a guy in his fatigues tossing out convential military weapons. He only used the Grenades in his Super Art, though. Like a LOT of SF/Final Fight characters, he's inspired by another source- he greatly resembles a Fist of the North Star character named "Colonel". Between that and JoJo's Bizarre Adventure, I sometimes wonder if half of Capcom's guys didn't just come from crazy Shonen manga.

-Rolento's character is a bit odd, as he went from a military-themed bad guy in the Mad Gear Gang, to this wannabe-Utopian dictator sort who tries to... use martial arts to become a world leader? I guess...? He often uses Final Fight goons El Gado & Holly Wood as minions, but his whole character is so silly I kinda wish they'd just made him some asshole soldier.

-Fighting Style: Rolento is basically Vega Lite, being a PL 9 Weapon-User who leaps about, escaping counterattacks and lunging forward with his attacks. His Mine Sweeper is Equipment, dropping mines across the battlefield, but he has limits on it. Usually he'll just use the Stinger or his Staff, the latter of which may be used with Special Moves. His "Mekong Delta" moves often involve backflipping away from the opponent (Evasion), and then involve some kind of wall-jump attack.

-His Skills & Advantages are keyed in differently than most other fighters, as his military background means he has skills OUTSIDE of beating someone's head in- he's apparently a very adept soldier, and a weapon-fighter beyond most Fighting Game characters.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Cody

Post by Jabroniville »

Image
Image

CODY TRAVERS
Created By:
Akira Yasuda
First Appearance: Final Fight (1989)
Home Country: The United States
Role: The Hero (FF), The Fallen Hero, Thug
Vague Martial Art Basis: Street Fighting
PL 9 (151)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+14)
Close Combat (Knife) 2 (+13)
Deception 4 (+6)
Expertise (Streetwise) 8 (+8)
Expertise (Martial Arts) 4 (+4)
Insight 2 (+3)
Intimidation 5 (+7)
Investigation 3 (+4)
Perception 4 (+5)
Ranged Combat (Knives) 2 (+12)
Stealth 2 (+6)

Advantages:
Chokehold, Diehard, Equipment (Knives, Wrench, Pipe), Fearless, Great Endurance, Improved Critical (Knives), Improved Critical (Rocks) 2, Improved Critical (Improvised Weapon), Improved Critical (Knuckle/Kick) 2, Improved Critical (Criminal Upper), Improved Disarm, Improvised Weapons, Quick Draw, Ranged Attack 6, Takedown (total 2)

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll 2, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 3, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

Powers:
"Power Punch" Strength-Damage +1 [1]

"Special Moves"
"Bad Stone" Blast 5 (Quirk- Requires Stones on Ground -2, Diminished Range -1) (7) -- [11]
  • AE: "Criminal Upper" Strength-Damage +0 (Feats: Reach) (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (7)
  • AE: "Zonk Knuckle" Strength-Damage +2 (Feats: Extra Knockback) (Inaccurate -1) (2)
  • AE: "Ruffian Kick" Strength-Damage +2 (Feats: +2 to Hit Blasting Opponents) (Inaccurate -1) (2)
  • AE: "Bad Spray" Affliction 6 (Dodge; Dazed/Vulnerable) (Feats: Reach 2) (Flaws: Limited to When Getting Up From Prone Position, Limited Degree) (3.5)
Offense:
Unarmed +14 (+4 Damage, DC 19)
Knife +13 (+5 Damage, DC 20)
Special Moves +12 (+6 Damage, DC 21)
Criminal Upper +14 (+4 Damage, DC 19)
Bad Spray +11 (+6 Affliction, DC 16)
Bad Stone +10 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3 (+5 D.Roll), Fortitude +8, Will +7

Complications:
Motivation (Fightin' Round the World)- Cody used to be a hero, but now, realizing that good actions mean nothing in the long run, he's just out for the thrill of combat. Basically, he desires to beat the $#!% out of people.
Relationship (Jessica, Guy)- Jessica Haggar was his ladyfriend, and Guy was his best friend. In they old days, they opposed The Mad Gear Gang (who kidnapped Jessica), but now they are highly estranged.
Enemy (The Mad Gear Gang)- The remnants of the Mad Gear Gang, from Edi E. to Poison, still occasionally hunt Cody.
Weakness (Predictability)- Cody, like all Street Fighters, 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: 56 / Skills: 52--26 / Advantages: 22 + 15 / Powers: 12 / Defenses: 20 (151)

-Cody's story is... really goddamn depressing, really. Moreso for one of my friends, who WORSHIPPED Cody as a kid (the whole "Adidas Sneakers/short hair/white t-shirt/blue jeans" look was IN at that time, you see- his shirt was so tight that you could see his SIX-PACK through it!), and was horrified to see where he turned in the Capcom franchises. Turning from the generic whitebread hero of Final Fight (still the greatest beat-em-up series of all time) into a jailbird who constantly gets arrested because he's crazy and gets into fights all the time. Breaking out frequently to get into more fights, Cody ended up burning his bridges with Haggar, Guy and girlfriend Jessica. He was originally supposed to be "Joe" from the first Street Fighter returned, but Capcom changed their minds and decided to break the hearts of thousands of children of the '80s instead. F*** you, Capcom. F***. YOU.

-Cody has moved on from the Final Fight series to the SF series full-time- he appears in SF Alpha & IV, still dressed like an escaped convict (though he could easily wear other clothes if he wanted to, his original look is a bit too "plain" for the SF-verse. He is apparently based off of Tom Cody, the hero of the 1984 film Streets of Fire, which had a very similar plotline to what ended up in Final Fight.

-Lo and behold, Cody ends up REFORMING in Street Fighter V right before they stopped adding characters. He is now the Mayor of Metro City, having been exonerated by Haggar and taking over for him! He now cleans up crime both professionally and as a vigilante, as Mike had before him.

-Fighting Style: Cody is fairly unique for the "SF-Verse", being a Final Fight character with their set of abilities- great fighting capabilities, weapon use (especially Improvised Weapon), the ability to throw Rocks as hard as a standard Fireball or Sonic Boom, and various special moves. This makes him one of the pricier World Warriors, with a vast array of Improved Critical as well. His in-game qualities render him strong (higher Crit on his punches than normal), but kind of slow (he's PL 8.5 defensively, despite two ranks of Defensive Roll), and he's extremely tenacious because he loves fighting so much. There's some word that the handcuffs on his outfit are to hamper him and make the fights last longer, but I'll ignore that for stat-purposes, since it's rather silly.

-Cody has some unique moves, which have various purposes- his Ruffian Kick can bypass Projectiles, his Bad Spray involves throwing dust that knocks the enemy back a bit, the Zonk Knuckle deals some extra knockback, and the Criminal Upper is a Multiattack strike that has good reach due to the fact that it creates a miniature tornado. On top of that, he has the Bad Stone (or Knife Toss), which is a Blast. Some of his Super Moves use other weapons that he typically doesn't use in fights- I'm gonna assume they do the same level of damage as a Knife, or a bit more.
Last edited by Jabroniville on Wed Jun 07, 2023 5:59 am, edited 2 times in total.
Jabroniville
Posts: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Rise of the Imperfects! Final Fight! Rolento! Cody!)

Post by Jabroniville »

haha- re-watching the 1992 Royal Rumble in honor of the Brain, and he keeps scoring off of Jameson (the Bushwhackers' nerdy manager/friend):

"He got an education! He could have HAD himself a good job?! But NO! He wants to leech off the government and my good tax money! I paid almost $200 last year in taxes!"

"He went to Coney Island last year- they wouldn't let him in the water! He left a ring around it!... You know how hard it is to leave a ring around the Atlantic Ocean?"

(The Genius strikes Jameson) "He didn't hit him hard enough- he's still breathing!"
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Ares
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Re: Jab's Builds! (Rise of the Imperfects! Final Fight! Rolento! Cody!)

Post by Ares »

Cody was my favorite character in the Final Fight games as well (in any game I tend to favor the "balance" characters), so I was likewise not happy when it turned out he'd become a criminal. I've read conflicting stories about why this happened in-continuity, which is no surprise. However much fun the Street Fighter games are, Capcom has been terrible about keeping its continuity straight.

One version is that he simply got bored with how peaceful things were after the Final Fight games, and got into random fights until he was arrested for assault.

Another version says he was actually framed for the above, using some kind of drugs to make him violent and he stays in jail because he's worried about hurting anyone who doesn't deserve it.

Something easy would have been to simply have him be doing undercover work, but apparently Capcom has settled on the "fallen hero" route". Until they fix that, as Jab said: F*** you, Capcom. F***. YOU.
"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: 24792
Joined: Fri Nov 04, 2016 8:05 pm

Guy

Post by Jabroniville »

Image

GUY
Created By:
Akira Yasuda
First Appearance: Final Fight (1989)
Home Country: Japan
Role: The Best Buddy (FF), Honourable Ninja
Vague Martial Art Basis: Bushin Ryu Ninpo
PL 10 (158)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 9 (+15)
Athletics 8 (+11)
Close Combat (Unarmed) 5 (+16)
Expertise (Ninja) 8 (+10)
Expertise (Martial Arts) 6 (+8)
Insight 4 (+7)
Intimidation 3 (+4)
Perception 7 (+10)
Stealth 2 (+8)

Advantages:
Agile Feint, Defensive Attack, Evasion 2, Fearless, Great Endurance, Improved Disarm, Improved Initiative, Move-By Action, Precise Attack (Close/Concealment), Ranged Attack 5, Seize Initiative, Takedown (total 2), Uncanny Dodge

"World Warrior" Fighting Style: Accurate Attack (Jab), All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab (Grab), Improved Critical (Unarmed) 3, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack (Roundhouse), Takedown, Withstand Damage (Block)

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

"Special Moves"
"Bushin Senpukyaku" Strength-Damage +1 (Feats: +2 to Hit Aerial Opponents) (Extras: Multiattack 4) (Flaws: Distracting 4) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (8) -- [11]
  • AE: "Hozanto- Elbow Strike" Strength-Damage +1 (Feats: +2 to Hit if Enemy Attack Misses or After Projectile Attack) (2)
  • AE: "Bushin Izuna Otoshi" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Hayagake- Dashing Feint/Sweep/Kick" Strength-Damage +2 (Feats: +2 With Successful Feint Attempt) (Inaccurate -1) (2)
Offense:
Unarmed +16 (+3 Damage, DC 18)
Bushin Senpukyaku +15 (+4 Damage, DC 19)
Special Moves +14 (+5 Damage, DC 20)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +3 (+4 D.Roll), Fortitude +6, Will +9

Complications:
Motivation (Justice)- Guy is one of those "Good" Ninjas who hunts down evil-doers. His mission involves beating the $#!% out of people.
Relationship (Cody)- Cody was Guy's best friend. In they old days, they opposed The Mad Gear Gang, but now they are highly estranged.
Enemy (The Mad Gear Gang)- The remnants of the Mad Gear Gang, from Edi E. to Poison, still occasionally hunt Guy.
Relationship (Rose)- Guy wants to make babies with Bison's Good Self.
Weakness (Predictability)- Cody, like all Street Fighters, 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: 66 / Skills: 52--26 / Advantages: 18 + 14 / Powers: 13 / Defenses: 21 (158)

-Guy was the unpopular choice during my childhood- Cody was what every suburban white kid DREAMED of being, and Haggar was just frickin' awesome, so the orange-clad Ninja was the third option. Not that Guy wasn't COOL, mind you- he was just the least of three. He was the first Final Fight character introduced into the Street Fighter canon- and I attest that this was a FANTASTIC idea, as this gave us a continuation of those great characters now that the "Beat 'Em Up" genre was sadly dead and buried but for a few exceptions (*sniff* I miss you, X-Men, Aliens vs. Predator and Dungeons & Dragons BMU games...). Guy's kind of a flat character (a boring "seeker of justice") compared to some others, but he's got a decent look, and a cool fighting style. His aloof, stand-offish nature actually makes him a bit different from some of the wacky jokers in the series (though Ryu is the same sort of guy).

-Guy was taken out of the Super NES version of Final Fight due to space restrictions, but got his own release a couple years later, titled Final Fight Guy (it swapped out Cody in favor of Guy). Most of his in-story appearances feature him as an indomitable enemy of evil.

-Fighting Style: Guy's another Dexmonkey, doing great feats of agility and uses lots of Accurate & Power Attack, acting a bit more like a classical martial artist in a Comic Book sense than most of the Powerhouses in the World Warrior roster. He runs fast (not just in short dashes either- one of his MOVES is to run into any combo of attacks, which predated El Fuerte's similar move), jumps far, hits his own version of the Hurricane Kick, and he's sorta just a speedy ass-kicker of a dude, to contrast Cody's tough-guy fighting style. His dash move gives him +2 to hit if he successfully Feints earlier (the purpose of the move is to dash forward, then do one of three moves, so you never know which one is hitting you), the Hurricane Kick is an anti-air, and there's the Hozanto Elbow Strike, which is ideally used as a Reversal (I sort of use the Feat like the old "Defensive Strike" Feat from Mecha & Manga). I used to have Guy at PL 9, but I upgraded him to a PL 9.5-ish sort- he seems to have earned it, being a major player in the Capcom franchises for so long.
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drkrash
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Re: Jab's Builds! (Rise of the Imperfects! Final Fight! Rolento! Cody! Guy!)

Post by drkrash »

Cody wasn't in SF4 and 5. He was in SF 4 and Alpha.

Streets of Fire was an awesome movie to teenage me, in part because of Diane Lane. I wanted to be the hero to save her too. I'm not sure the movie would hold up for me now - it's been over 30 years since I've seen it.
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