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

Where in all of your character write ups will go.
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KorokoMystia
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Re: Jab’s Builds! (Deathbird! Dazzler! Double Dragon! Abobo!)

Post by KorokoMystia »

There's also the "Mysterious Warrior" that's the final boss of the NES version of II (replacing Willy), unless he's getting his own writeup. (like I assume Skullmageddon is) Apparently the Super Double Dragon Duke is meant to be the same guy as the one in the Neogeo fighter, but I'm unsure on that.

It's also not mentioned in the game itself, but the "giant biker dude" is apparently named Jim, and is Willy's younger brother who's reformed the Black Warriors to get revenge on the brothers..so it's odd that he's dealt with in the first stage, since the main plot doesn't focus on that.
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Ares
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Re: Jab’s Builds! (Deathbird! Dazzler! Double Dragon! Abobo!)

Post by Ares »

Huh, apparently the Jean-Claude Van Damme film Double Impact is considered a much more faithful adpatation of the Double Dragon franchise than the actual movie.
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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Machine Gun Willy

Post by Jabroniville »

Image

MACHINE GUN WILLY
First Appearance:
Double Dragon (1987)
Created By: Yoshihisa Kishimoto
Role: Big Bad
PL 9 (144)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

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

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

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

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

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

Complications:
Responsibility (The Shadow Warriors)

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

-Machine Gun Willy was the boss of the Shadow Warriors, and the one commanding that guy to punch poor Marian in the stomach at the beginning of the first game (and seriously, that was EPICALLY violent and horrible for it's time!). The game's final boss, he's packing a machine gun that's stronger than any other weapon in the game, and it CAN'T BE DISARMED, meaning you've got to be wary of his instant-death bullets alongside whichever henchmen he still has left. That makes him a pretty scary boss, and he can easily get out of most grapple attempts you try. Surviving the first game, he reappears in the second, seemingly killing Marian in revenge for his defeat.

-Of course, he's less famous than nearly every other villain in the series, because so few people were able to MAKE IT all the way to him, much less defeat him. Hence, he was actually rarely seen a lot of the time. Abobo, for example, appears in the movie, cartoon series and one of the Fighting Games, but Willy does not, despite being the Final Boss of both Double Dragon and Double Dragon II.

-Machine Gun Willy uses a different kind of Machine Gun- he doesn't drop it if knocked down, grabbed, etc., so I decided to just include it as a Hard to Lose Device instead of Equipment (I assume it's strapped to him or something). In addition to that, he's really strong and tough- much harder to hurt than most of the other henchmen, plus as skilled with the gun as possible, going a full PL over the Lee Brothers, and 24 points beyond them as well thanks to the Device.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Deathlok! Deadpool! Deathbird! Dazzler!)

Post by Jabroniville »

saint_matthew wrote: Mon Aug 12, 2019 11:02 am
Ares wrote: Sun Aug 11, 2019 5:51 pmThe saddest thing about the Double Dragon movie is how dirt simple it should have been to make it awesome, especially in the early 90s. The decision to go with some magical amulet, to have the twin brothers look nothing alike, to have an evil businessman as the main villain and the numerous other stupid decisions doomed the film to constant mockery.
It could have been worse, it could have been the live action Street Fighter movie. :lol:
Oh man, a Saint Matthew appearance! It's been a long time. Took you about two years to answer my invitation to Echoes :).
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Deathbird! Dazzler! Double Dragon! Abobo!)

Post by Jabroniville »

KorokoMystia wrote: Mon Aug 12, 2019 11:51 pm There's also the "Mysterious Warrior" that's the final boss of the NES version of II (replacing Willy), unless he's getting his own writeup. (like I assume Skullmageddon is) Apparently the Super Double Dragon Duke is meant to be the same guy as the one in the Neogeo fighter, but I'm unsure on that.

It's also not mentioned in the game itself, but the "giant biker dude" is apparently named Jim, and is Willy's younger brother who's reformed the Black Warriors to get revenge on the brothers..so it's odd that he's dealt with in the first stage, since the main plot doesn't focus on that.
I'm unfamiliar with the Mysterious Warrior- I'll have to look him up. (EDIT: Okay, I saw that playthrough, and added him)

I'll mention it with Duke's write-up, but I find it hard to believe they're the same guy- the sizes and designs don't add up.
Last edited by Jabroniville on Tue Aug 13, 2019 6:53 am, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Burnov

Post by Jabroniville »

Image

BURNOV
Role:
Iconic-ish Stage Boss, Powerhouse, Big Fat Guy
PL 8 (73)
STRENGTH
7 STAMINA 7 AGILITY 1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

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

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

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

Offense:
Unarmed +9 (+7 Damage, DC 22)
Initiative +1

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

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 44 / Skills: 12--6 / Advantages: 15 / Powers: 1 / Defenses: 7 (73)

-A giant, overweight guy dressed like a combination of a Road Warrior character and Big Van Vader from WCW & New Japan Pro Wrestling, Burnov was the first stage boss in Double Dragon II. You saw a LOT of guys like this in Japanese games around this time. In later levels, you fight two of him, and they can Regenerate once, becoming healthy again.

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BURNOV- Fighting Game Version
Role:
Iconic-ish Stage Boss, Powerhouse, Big Fat Guy
PL 7 (89)
STRENGTH
5 STAMINA 5 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 8 (+7)
Expertise (Criminal) 4 (+3)
Expertise (Guitar) 6 (+5)

Advantages:
Chokehold, Close Attack 1, Great Endurance, Improved Critical (Nitro Slime), Improved Critical (Cannon Ball), Improved Critical (Double Throw & Splash), Power Attack, Ranged Attack 5, Set-Up, Takedown

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Nitro Slime" Blast 4 (Feats: Accurate 2) (Extras: Secondary Effect) (Reduced Defenses -2) (10) -- [12]
  • AE: "Cannon Ball" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Double Throw & Splash" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +9 (+5 Damage, DC 20)
Cannon Ball +7 (+7 Damage, DC 22)
Nitro Slime +9 (+4 Ranged Damage, DC 19)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +5 (+6 D.Roll), Fortitude +7, Will +3

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 34 / Skills: 18--9 / Advantages: 14 + 10 / Powers: 12 / Defenses: 10 (89)

-Oh man, what happened to Burnov? The dude in Double Dragon II was enormous, muscular and had a bad-ass metal harness. This dude is short, squat, obese and has cartoonishly-small legs. I get that Abobo was already in this game, and they didn't need TWO giant, slow monsters, but come on. Burnov fights differently than the others, having a Dash Attack, a "lob" Blast, and a grapple. He does a lot of damage unarmed, but not too much. And he takes a PL hit in the Fighting Game, being unlike the earlier Stage Boss, who was as fearsome as any of them.
Jabroniville
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Marian

Post by Jabroniville »

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MARIAN
Role:
The Girlfriend, Powered-Up Girlfriend, Fast Fighter
PL 7 (107)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+12)
Expertise (Streetwise) 3 (+4)
Insight 1 (+3)
Perception 2 (+4)
Persuasion 2 (+5)

Advantages:
Close Attack 1, Improved Critical (Accele-Breaker), Improved Critical (Throw 'n' Slam), Improved Critical (Moon Drive), Improved Initiative, Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

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

"Accele-Breaker" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [4]
  • AE: "Throw 'n' Slam" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Moon Drive" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Special Moves +10 (+4 Damage, DC 19)
Initiative +10

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Enemy (The Shadow Warriors)- Marian has been victimized and nearly murdered by the Shadow Warriors repeatedly. This time... she fights back.
Weakness (Predictability)- Marian 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: 26--13 / Advantages: 9 + 10 / Powers: 5 / Defenses: 8 (107)

-See, at least this game FINALLY gives Marian something to do. She gets punched out and kidnapped in the first one, then she's KILLED in the second (until you get to the end and realize that she was shot... to wound, I guess?), and then she never factors in much. The Neo*Geo game actually makes her a selectable character. Of course... she looks completely different now. The '80s Floozy she was in the games, buxom and blonde, has been replaced by the Cute Ideal Japanese Girl, a brown-haired shorty in jorts and a weird sweater with the top curled down (which was the style at the times). Jesus Christ, her ending, though- all she does is window shop, hoping the Lee Brothers will buy her jewelry ("Abobo? But I dislike Abobo"), suggesting she'll Moon Drive them if they refuse. Sooooooooo old-school sexist. Totally loses the points they got for making Marian NOT a Damsel in Distress for once.

-Marian fights similarly to other Fighting Game Girls, being the smallest, fastest fighter in the game. Her style consists of an Anti-Air (that also ends in a diving attack, with her feet making a Chi Drill), a grab, and a Flash Kick-like backflip (but a front flip), making her more direct-damage and not a Blaster or Glacier-type grappler. Not bad for mobility & defense.
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KorokoMystia
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Re: Jab’s Builds! (Jimmy & Billy Lee! Abobo! Burnov! Marian!)

Post by KorokoMystia »

And while she's a damsel in distress yet again in Neon, you do fight a brainwashed evil version of her (yes, again) alongside Skullmageddon, and she even delivers the finishing blow to him after you've defeated his final form. (And if you turn on the damage numbers, you see that her final kick does the maximum amount of damage possible!)
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Skullmageddon

Post by Jabroniville »

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SKULLMAGEDDON
Role:
Final Boss (of Double Dragon Neon)
PL 9 (73)
STRENGTH
7 STAMINA 8 AGILITY 1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

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

Advantages:
All-Out Attack, Chokehold, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Hold, Power Attack, Ranged Attack 7, Set-Up, Takedown

Powers:
"Giant Sword" (Flaws: Easily Removable) [10]
Blast 7 (14) -- (15)
  • AE: Strength-Damage +2 (Feats: Reach) (3)
"Master of Space & Time" Movement 2 (Time Travel, Space Travel) (4)
-- (16 points)

Offense:
Unarmed +9 (+7 Damage, DC 22)
Sword +9 (+9 Damage, DC 24)
Blast +7 (+7 Ranged Damage, DC 22)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +9 (DC 19), Toughness +8, Fortitude +8, Will +2

Complications:
Responsibility (The Shadow Warriors)

Total: Abilities: 50 / Skills: 12--6 / Advantages: 17 / Powers: 10 / Defenses: 7 (90)

-Skullmageddon, given the same voice as Skeletor from He-Man, is the boss of the strange Double Dragon Neon game, looking more like a heavy metal album cover.
Last edited by Jabroniville on Sun Sep 04, 2022 6:30 am, edited 3 times in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Cheng-Fu

Post by Jabroniville »

Image

CHENG-FU
Role:
Drunken Boxer
PL 7 (107)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+12)
Expertise (Martial Arts) 5 (+6)
Insight 1 (+3)
Perception 2 (+4)
Persuasion 2 (+5)

Advantages:
Improved Critical (Multi Punch), Improved Critical (Rising Kick), Improved Critical (Dragon Kick), Improved Critical (Hurricane Kick), Improved Initiative

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

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

"Multi Punch" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [8]
  • AE: "Sake Spit" Affliction 4 (Athletics; Vulnerable & Dazed/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (4)
  • AE: "Rising Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [4]
  • AE: "Dragon Kick" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +11 (+3 Damage, DC 18)
Special Moves +9 (+5 Damage, DC 20)
Sake Spit +10 (+4 Affliction, DC 14)
Multi-Punch +11 (+3 Damage & Affliction, DC 18 & 13)
Initiative +10

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Revenge)- Cheng-Fu seeks revenge for something.
Weakness (Predictability)- Cheng-Fu 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: 62 / Skills: 28--14 / Advantages: 4 + 10 / Powers: 9 / Defenses: 8 (107)

-Cheng-Fu is the sort of guy you saw a LOT in the "hack"-ish Fighting Games of the early '90s, but they'd mostly died out by 1994, when this Double Dragon was released- the "Guy In Generic Chinese Clothes". At least he has the aspect of being a Drunken Boxing Kung-Fu guy, wobbling back and forth in his fighting stance. His Special Moves are pretty generic- a fast forward kick, a rising Anti-Air kick, and a Multiattack, but the latter at least has the "Drunken" touch of him bending over backwards, tossing awkward-looking punches, and ending in a "punch forward and kick backwards" pose. His command grab is the ability to spit sake into his opponent's eyes, leaving them dazed for a bit.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Dulton

Post by Jabroniville »

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DULTON
Role:
Generic McFiller
PL 7 (111)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+11)
Athletics 7 (+9)
Expertise (Streetwise) 5 (+6)
Intimidation 4 (+6)
Perception 2 (+4)
Insight 1 (+3)

Advantages:
Close Attack 1, Improved Critical (Dulton Blaster), Improved Critical (Dulton Power Combo), Improved Critical (Dash 'n' Grab Combo), Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

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

"Dulton Blaster" Chi Blast 4 (Extras: Multiattack) (Reduced Defenses 1, Diminished Range) (9) -- [11]
  • AE: "Dulton Power Combo" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5)
  • AE: "Dash 'n' Grab Combo" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +11 (+3 Damage, DC 18)
Power Combo +11 (+3 Damage & Affliction, DC 18 & 13)
Dash 'n' Grab +9 (+5 Damage, DC 20)
Dulton Blaster +8 (+4 Ranged Damage, DC 19)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Becoming Stronger)
Weakness (Predictability)- Dulton 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: 60 / Skills: 24--12 / Advantages: 8 + 10 / Powers: 13 / Defenses: 8 (111)

-UGGGGGGGHHHHHHHHHH why is it every Fighting Game up until the 3D/Polygon Era always had to include at least one guy like this? A completely generic nothing character with street clothes. ALWAYS. They are SO BAD, and just take up space in a genre in which character means EVERYTHING. Dulton (sometimes called "Dalton", but the game clearly spells out "Dulton") is from Italy, and has an unusual trick- Multiattack Projectiles. His ending is SOOOOOOOOOOOO bad- he just figures that "stronger men like me must exist" and runs off to go find them. I can't even find out if he's a good guy or a bad guy- he dresses like Terry Bogard and has that Terry/Ryu "Fighting to Challenge Myself" thing, but he laughs when he beats his enemies.

-Judging by the game footage I've seen, he has a SUPER-broken "Eternal Juggle", allowing him to punch enemies then dropkick them into the air... then just punch them again and start the sequence all over again, never letting them block or defend themselves. Despite that, I reduced him and the other "baseline" guys down to PL 7, as this is just a silly one-off title in which nobody ever reappeared. He has a Multiattack Blast, a Multiattack regular move, and a Throw Move.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Rebecca

Post by Jabroniville »

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REBECCA
Role:
Weapon Fighter
PL 7 (108)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+12)
Expertise (Traditional Japanese Girl) 5 (+6)
Insight 1 (+3)
Perception 2 (+4)
Persuasion 2 (+5)

Advantages:
Equipment (Tonfas), Improved Critical (Flaming Shot), Improved Critical (Dragon Punch), Improved Initiative, Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Double-Jump" Leaping 1 (15 feet) [1]
Features 1: Can Add Weapon Damage to Special Moves [1]

"Flaming Shot" Blast 4 (Reduced Defenses 2, Diminished Range -1) (3) -- [4]
  • AE: "Off-Brand Dragon Punch" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Offense:
Unarmed +11 (+2 Damage, DC 17)
Tonfas +11 (+3 Damage, DC 18)
Special Moves +9 (+5 Damage, DC 20)
Flaming Shot +8 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Revenge)- Rebecca was shamed and hurt when her boyfriend Eric turned out to be a spy for Koga Shuko's organization. She now seeks revenge through defeating him.
Weakness (Predictability)- Rebecca 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: 28--14 / Advantages: 8 + 10 / Powers: 6 / Defenses: 8 (108)

-Rebecca adds a second female fighter to the game, but her look is again horribly generic- just a Traditional Dress Japanese Girl. She wields paired Tonfa Rods, and has one of the more limited movesets- most guys get three moves, but her third is just an aerial version of her Chi Blast- a bird-like energy beam from her Tonfas. The other move is probably the best Anti-Air attack in the game, as she shoots about twenty feet into the air with a wide swing. Her backstory is that her boyfriend turned out to be a spy for Shuko, so now she seeks revenge against him.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Amon

Post by Jabroniville »

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AMON
Role:
Generic Ninja
PL 7 (117)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 11 DEXTERITY 6
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+11)
Athletics 9 (+11)
Expertise (Ninja) 5 (+6)
Intimidation 4 (+6)
Perception 2 (+4)
Insight 1 (+3)
Stealth 4 (+10)
Vehicles 4 (+10)

Advantages:
Close Attack 1, Equipment 2 (Ninja Gear), Hide in Plain Sight, Improved Critical (Ninja Strike), Improved Critical (Shurikens), Ranged Attack 4

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Ninja Teleport" Teleport 2 (Feats: Change Direction) (5) -- [6]
  • AE: "Ninja Strike" Strength-Damage +2 (Inaccurate -1) (1)
Equipment:
"Shurikens" Blast 3 (Extras: Multiattack) (Reduced Defenses 1, Diminished Range -1) (6)
"Ninja Bomb" Damage 6 (Extras: Area- 15ft. Burst +1/2) (Reduced Defenses 1 with Damage 3-4, 2 with Damage 5-6) (5)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Ninja Strike +10 (+4 Damage, DC 19)
Shurikens +10 (+3 Ranged Damage, DC 18)
Ninja Bombs +6 Area (+6 Damage, DC 21)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Finding His Missing Family)- Amon believes that Shuko is responsible for their disappearance.
Weakness (Predictability)- Amon 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: 34--17 / Advantages: 10 + 10 / Powers: 6 / Defenses: 8 (117)

-Since it's a Fighting Game, there has to be at least one Generic Ninja. Amon dresses a bit like Shinobi from the Sega series of action games, and you fight him on a stage that's literally the wings of an airplane as it flies through a canyon! And when you defeat him at his stage, he falls off the wing and presumably to his death! Amon fights using multiple Shurikens and damaging Bursts- the button pressed determines the number of shots sent out. The Bursts are Area Damage, and he's static longer depending on the number of bursts you make, so I made the Reduced Defenses aspect greater in that instance. He also has one of those "Shadow" moves where he floats transparently. Almost a Teleport, but not quite- it's more of a dashing shoulder-tackle.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Eddie

Post by Jabroniville »

Image
Image

EDDIE
Role:
Token Black Guy
PL 7 (106)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+12)
Expertise (Martial Arts) 5 (+6)
Insight 1 (+3)
Perception 2 (+4)
Persuasion 2 (+5)

Advantages:
Improved Critical (Sky Leg Slash), Improved Critical (Leg Slash), Improved Initiative

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

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

"Sky Leg Slash" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [4]
  • AE: "Leg Slash" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +10 (+4 Damage, DC 19)
Special Moves +9 (+5 Damage, DC 20)
Sake Spit +10 (+4 Affliction, DC 14)
Multi-Punch +11 (+3 Damage & Affliction, DC 18 & 13)
Initiative +10

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +3 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Greed)
Weakness (Predictability)- Eddie 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: 64 / Skills: 28--14 / Advantages: 3 + 10 / Powers: 9 / Defenses: 8 (106)

-Another early '90s Fighting Game staple- the Generic Black Guy! Because it's a Japanese game, Eddie is seen smiling constantly, and is extremely tall and muscular. He apparently trains Shuko's henchmen, so is a bad guy. Though tall and lanky, his attacks are quite standard- an Anti-Air, a Double-Hit Kick, and a standard forward-hitting kick.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Duke

Post by Jabroniville »

Image
Image

DUKE
Role:
Sub-Boss
PL 8 (119)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+12)
Expertise (Martial Arts) 5 (+6)
Expertise (Criminal) 6 (+7)
Insight 1 (+3)
Perception 2 (+4)
Persuasion 2 (+5)

Advantages:
Improved Critical (Combo Punches), Improved Critical (Flash Wheel Kick), Improved Critical (Dragon Fist), Improved Initiative, Power Attack

Double Dragon Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

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

"Combo Punches" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [9]
  • AE: "Teleport Punch" Teleport 2 (Feats: Change Direction) (5)
  • AE: "Flash Wheel Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Dragon Fist" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Multi-Punch +12 (+4 Damage & Affliction, DC 19 & 14)
Initiative +10

Defenses:
Dodge +9 (DC 19), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Revenge)- Duke seeks revenge for something.
Weakness (Predictability)- Duke 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: 68 / Skills: 34--17 / Advantages: 5 + 10 / Powers: 10 / Defenses: 9 (119)

-Duke is a curious-looking fellow, not really looking like a "Sub-Boss"- he's just a regular guy in an orange version of M. Bison's uniform, but with a more Asian flair and a top-knot. He has a big swack of moves, but no Chi Blasts, oddly enough. The coolest one is a diving kick that makes it look like he's riding a phoenix downwards. He shares a name with the boss of Super Double Dragon, but looks absolutely nothing like him, and shares none of his moves.
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