Jab’s Builds! (Shingen! Leather & Lace! The Lunatic Legion!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

Burner Man & Cold Man

Post by Jabroniville »

Image

BURNER MAN (Mega Man & Bass)
PL 10 (153)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 10 [10]

Speed 2 (8 mph) [2]
"Wave Burner" Damage 9 (Feats: Improved Critical 2, Reach 2) (Extras: Multiattack) (31) -- [34]
  • AE: "Flame Surround" Damage 9 (Extras: Area- 30ft. Burst) (Drawbacks: Diminished Range -2) (16)
  • AE: "Bomb" Blast 8 (Feats: Improved Critical) (17)
  • AE: "Trap Set" Damage 5 (Feats: Triggered- Stepping Over) (6)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Wave Burner +10 (+9 Damage, DC 24)
Bomb +9 (+8 Ranged Damage, DC 23)
Flame Surround +9 Area (+9 Damage, DC 24)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Ice Wall)- Cold Man's Ice Wall does extra damage to Burner Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 36 / Defenses: 12 (153)

-Burner Man looks kinda like a Hank Hill wet dream- a robot made of propane tanks! He's yet another Fire-themed boss, but he's alright. Kinda looks like Crash Man with his colour scheme, and he has some REALLY hard to avoid, quick-striking attacks. Humorously, this Fire guy is weak against Ice Wall, and you can use it to just push him into his stage's spike pits like a battering ram.

Bestows the:
"Wave Burner" Damage 9 (Feats: Reach 2) (Extras: Multiattack) [29]

Image

COLD MAN (Mega Man & Bass)
PL 9 (153)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 10 [10]

"Ice Wall" Damage 9 (Feats: Ricochet) (Extras: Area- 30ft. Line) (19) -- [21]
  • AE: Force Field 5 (Extras: Impervious) (Flaws: Limited to One Direction, Immobile -2) (3) 
  • AE: Summon Minion 3 (Tiny Flying Robot with Grappling Power) (Extras: Active) (9)
Immunity 5 (Cold Damage) [5]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Ice Wall +9 Area (+9 Damage, DC 24)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10 (+15 Ice Wall), Fortitude --, Will +4

Complications:
Vulnerable (Lightning Bolt)- The Lightning Bolt does extra damage to Cold Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 26 / Defenses: 12 (143)

-This is... one seriously crappy Robot Master. Basically an ice box with legs and arms, Cold Man stands there, tossing Ice Walls at you, taking your shots freely, and can't even turn around to fight if you jump behind him (hence the Flaw on his Impervious Force Field). He only has two attacks- Ice Wall and creating a mini-robot to slow you down. Capcom really didn't spend much time on this one, and it shows. Ice Wall, once you get it, can be useful, as it goes all the way across the screen, is pretty big, and can push things around. Plus you can use it to jump over things more easily.

Bestows the:
"Ice Wall" Damage 9 (Feats: Ricochet) (Extras: Area- 30ft. Line) (19) -- [21]
  • AE: Force Field 5 (Extras: Impervious) (Flaws: Limited to One Direction, Immobile -2) (3)
  • AE: Create Ice Object 4 (Extras: Independent) (8)
Last edited by Jabroniville on Thu Sep 14, 2017 3:26 am, edited 1 time in total.
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Ares
Site Admin
Posts: 4962
Joined: Fri Nov 04, 2016 8:40 am

Re: Proto Man

Post by Ares »

Jabroniville wrote: Tue Sep 12, 2017 6:01 am ImageImageImage

PROTO MAN
Role:
Mirror Image Villain
Apparently they did settle in on a proper origin for Protoman, as it's been referenced by several Mega Man adaptations.

Proto Man was originally a robot designed by Dr. Light, in some variations as the proto-type for the "Sniper Joe" robots, which Light had been contracted by the military to design. However, Light being Light, named the robot "Blues" (owing to the musical naming traditions in the franchise) and raised him like a son. However, Blue's power core was flawed (either a mistake in the design or due to a training accident), which would cause him to overheat, act erratic, and would eventually lead to Proto Man's destruction. Proto Man left so that his own destruction wouldn't harm anyone else, where he was found by Dr. Wily. Wily actually managed to repair the damage, and a grateful Proto Man agreed to work for Dr. Wily. He then encountered Mega Man, saw why kind of character his little brother was, and realized how insane Wily was. After that, Proto Man remained a sort of aloof ally to Mega Man.

Some adaptations have played with this origin. One manga adaptation had Dr. Wily be involved in Proto Man's creation, and the power core issue was due to Wily using some super powerful alien crystals in the design process. Proto Man had agreed to work for Wily initially to be fixed, but had realized for himself how crazy Wily was, and had decided to betray Wily at some point. He then acted as a kind of mysterious mentor figure for Mega Man throughout the rest of the series.

The Archie adaptation added some additional pathos to the character, where Light had originally not designed Blues for any specific purpose, having literally built him to be his son. But to showcase how Blue's design could be adapted to the Sniper Joe program, Light allowed Blues to partake in the training exercise that resulted in his power core being damaged. Blues then later overheard Dr. Light talking with a college about what to do, noting that the safest thing would be to shut Blues down and rebuild him from scratch. Blues, heartbroken that his "father" was considering that, left before hearing Light's follow up statements about how he'd never consider doing that to his "son". Blues traveled around, actually gained an appreciation for the world, nature and people, and eventually decided that he needed to go back home to Dr. Light. Either Light would be able to fix him, or at least he'd be able to die with his family. But by the time he got back, Light had built Rock and Roll, and Blues saw them as replacements for himself. EXTRA bitter and angry, Blues left without revealing himself, and went to find some quiet place to die.

At which point Wily found him, repaired him, and offered him a home. Blues, still bitter at his father, agreed to help Wily in a play that would "get back" at his father, not realizing until much later that Wily intended to take over the entire world. His world view got further messed with when Mega Man tried not to hurt him and kept asking him to just come home. Eventually, Wily asked Blues (then going by Break Man) to kidnap Dr. Cosak's daughter, which Blues flatly refused to do. Wily then revealed that when he "fixed" Blue's core, he'd actually replaced the safe, solar powered energy cores with a NUCLEAR powered one, and claimed to be able to detonate said core at will. Blues reluctantly kidnapped the little girl, but then had himself checked out by one of Dr. Light's friends, who revealed that while Blues DID have a nuclear core, there was no trigger mechanism. It would explode if he took too much damage, but the explosion would be largely contained by his casing, so only Blues would die in such an instance. Angry and ashamed, Blues renamed himself Proto Man, and set about trying to redeem himself and "earn" the right to be part of the Light family again.

The Archie adaptation reads like a laundry list of tropes and cliches, but somehow the actual series managed to make it work, showing that not all tropes are bad and that cliches exist for a reason.
"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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MissRo
Posts: 364
Joined: Sun Dec 25, 2016 4:18 am
Location: Newfoundland, Canada

Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by MissRo »

For a second I totally thought that that said Potato Man.
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

Ground Man & Pirate Man

Post by Jabroniville »

Image

GROUND MAN (Mega Man & Bass)
PL 10 (153)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 10 [10]

"Big Drill" Blast 10 (Feats: Split) (Extras: Penetrating 8) (Drawbacks: Inaccurate -1) (28) -- [31]
  • AE: "Spread Drill" Blast 9 (Feats: Accurate) (Extras: Multiattack) (28)
  • AE: Morph (Drill Machine Thingie) 2 (Feats: Metamorph) (11)
  • AE: "Hand Drills" Strength-Damage +3 (Feats: Improved Critical 2) (Extras: Penetrating 8) (13)
Burrowing 6 [6]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Spread Drill +11 (+9 Ranged Damage, DC 24)
Big Drill +8 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Remote Mine)- The Remote Mine does extra damage to Ground Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 37 / Defenses: 12 (154)

-Ground Man's a pretty cool design and concept- a burrowing machine guy with drills all over him. I approve. He burrows occasionally, but usually either just turns to a drillbot and tries to hit you, or he fires Spread Drill, a big weapon that splits into bunches of little ones. Upon victory, you gain the same ability- producing a larger, higher-powered Blast that 'sinks' a bit (making it Inaccurate), but the option for a better, multi-hitting weapon.

Bestows the:
"Spread Drill" Blast 8 (Extras: Multiattack) (27) -- [28]
  • AE: "Big Drill" Blast 9 (Extras: Penetrating 8) (Inaccurate -1) (26)
Image

PIRATE MAN (Mega Man & Bass)
PL 12 (153)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 10 [10]

Swimming 4 [4]
Immunity 1 (Own Blasts) [1]
"Remote Mine" Blast 10 (Feats: Split, Triggered- Time) (Extras: Area- 30ft. Burst) (Drawbacks: Diminished Range -2) (30) -- [32]
  • AE: "Bubble Field" Force Field 4 (Flaws: Ablative) Linked to Strength-Damage +3 Linked to Leaping 4 (120 feet) (9)
  • AE: Create Object (Water) 5 (10)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Bubble Field +10 (+10 Damage, DC 25)
Remote Mine +10 Area (+10 Ranged Damage, DC 25)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10 (+14 Bubble Field), Fortitude --, Will +4

Complications:
Vulnerable (Wave Burner)- Burner Man's Wave Burner does extra damage to Pirate Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 37 / Defenses: 12 (154)

-This guy's got a pretty cool design, despite being another "Bomb Guy" character. I find that alot of the best designs of the series come about when they attack a CONCEPT or an occupation to a guy instead of just an element- there's only so many ways you can make a "Fire Guy", but Army Guy, Pirate Guy & Knight Guy are practically limitless. This dude has multiple attacks and some water-ish powers to boost a standard jumpy "Bomb Guy" set-up, so he's pretty cool. He's even PL 12, thanks to an Ablative Force Field.

Bestows the:
"Remote Mine" Blast 9 (Feats: Triggered- Time) (Extras: Area- 30ft. Burst) (Diminished Range -2) [26]
Immunity 1 (Own Blasts) [1]
Last edited by Jabroniville on Thu Sep 14, 2017 3:27 am, edited 1 time in total.
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by KorokoMystia »

Also, in a few games, Bass can fuse with Treble similar to Mega Man's adaptors in MM6 and MM7. In MM10, it grants him a triple shot and winged flight, but he looks pretty goofy-looking no matter what game it is.

Also, I just have to mention the glorious trainwreck that was the Brasilian Mega Man comic, "Novas Aventuras de Megaman". Featuring such "highlights" as Bass being named "Slasher" for some reason, Guts Man being named "Killer", Roll being mostly-naked for almost the entire comic's run, X and Zero being present for..reasons, and a Mary Sue character named Princess who was inserted by one of the writers with plans to kill off the entire cast and take over the comic (obviously, he was booted off the comic before he could do this.) And yes, it was licensed out from Capcom.
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

Dynamo Man & Magic Man

Post by Jabroniville »

Image

DYNAMO MAN (Mega Man & Bass)
PL 10 (158)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 10 [10]

"Lightning Bolt" Blast 10 (Feats: Split 2, Indirect) (Extras: Area- 30ft. Line) (33) -- [36]
  • AE: "Flying Sparks" Blast 8 (Feats: Improved Critical, Accurate) (18)
  • AE: "Shield" Force Field 5 (Flaws: Immobile -2)
  • AE: Healing 10 (Flaws: Source- Electricity, Distracting) (5)
Immunity 5 (Electrical Damage) [5]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Lightning Bolt +10 Area (+10 Ranged Damage, DC 25)
Flying Sparks +12 (+8 Ranged Damage, DC 23)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10 (+15 Shield), Fortitude --, Will +4

Complications:
Vulnerable (Copy Vision)- Copy Vision does extra damage to Dynamo Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 41 / Defenses: 12 (158)

-Dynamo Man's a pretty cool name stuck to a guy who looks like the incredibly-lame Heat Man in a modification of the X power suit thingies, for a pretty ho-hum Robot Master design. He's fairly high-powered and pricey though, because he has a bunch of unique tricks, including being the first boss (that I can think of) to HEAL HIMSELF in mid-battle. OK, so he has to jump up to a machine and do it, but it's still pretty nasty for an AP. Oddly, in the Youtube clips I see of gameplay, he only uses his sweet Lightning Bolt attack once per battle, when it's a pretty costly effect in M&M terms. Lord knows it's high Drain potential (5 bars per shot!) is the only thing keeping it from being an all-powerful stolen weapon.

Bestows the:
"Lightning Bolt" Blast 8 (Feats: Split 3) (Extras: Area- 30ft. Line) [27]

ImageImage

MAGIC MAN (Mega Man & Bass)
PL 10 (149)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Magic Tricks) 8 (+8)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 10 [10]

"Energy Ball" Powers Linked- Summon Minion 2 (Rompers) (Extras: Fanatical) (Flaws: Source- Must Be Shot) Linked to Blast 8 (22) -- [24]
  • AE: "Magic Card" Blast 8 (Feats: Accurate, Ricochet, Homing) (19)
  • AE: "Dove Ball" Blast 7 (Feats: Split Attack 2, Homing 3) (19)
Regeneration 8 (Flaws: Source- Must Hit With Magic Card) [4]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Dove Ball +10 (+7 Ranged Damage, DC 22)
Energy Ball +10 (+8 Ranged Damage, DC 23)
Magic Card +12 (+8 Ranged Damage, DC 23)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Tengu Blade)- Tengu Man's Tengu Blade does extra damage to Magic Man.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 22 / Powers: 42 + 28 / Defenses: 12 (149)

-Now this is an interesting design, totally not ripped off from any other Robot Masters. Probably my favourite out of the Mega Man & Bass characters, that's for sure. A Magician-bot? Totally unique. His level has a lot of stuff taken from MM8's Clown Man, right down to the trains & fun-house concept (though it's more about theme park stuff here than a fantasyland thing). His Magic Card is pretty standard Boomerang stuff by this point, but it has a side-effect in allowing him to heal damage if it hits. Otherwise, he can throw two types of energy balls, one that summons Minions if you shoot it, and another that throws out some Doves that are basically homing missiles. A very interesting boss.

Bestows the:
"Magic Card" Blast 8 (Feats: Homing) [17]
"Long-Distance Grab" Move Object 2 [4]

ROMPERS
PL 5 (37), Minion Rank 3
STRENGTH
-3 STAMINA -- AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
None

Advantages:
None

Powers:
"Strike" Damage 2 (Feats: Accurate 2) [4]
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [9]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

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

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

Complications:
Disabled (No Hands, Mute)

Total: Abilities: -12 / Skills: 00--0 / Advantages: 0 / Powers: 47 / Defenses: 2 (37)
Last edited by Jabroniville on Thu Sep 14, 2017 3:22 am, edited 4 times in total.
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

Duo

Post by Jabroniville »

Image

DUO
PL 10 (156)
Roll:
Space Cop
STRENGTH 7 STAMINA -- AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+10)
Expertise (Space Hero) 4 (+7)
Insight 4 (+7)
Intimidation 4 (+7)
Investigation 4 (+7)
Perception 4 (+7)
Technology 3 (+7)

Advantages:
All-Out Attack, Improved Initiative, Power Attack, Ranged Attack 8

Powers:
"Space Robot Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 10 [10]
"Comet Form" Movement 2 (Space Travel) [4]

Blast 10 (Feats: Improved Critical) (20) -- [21]
  • AE: "Giant Fist" Strength-Damage +3 (Feats: Improved Critical) (4)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Giant Fist +10 (+10 Damage, DC 25)
Blast +10 (+10 Ranged Damage, DC 25)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +7

Complications:
Vulnerable (Other Weapons)- Each Boss is weak to at least one other guy's weapon.

Total: Abilities: 54 / Skills: 26--13 / Advantages: 11 / Powers: 46 + 21 / Defenses: 11 (156)

-Duo is an alien robot from the PlayStation era, and comes to Earth hunting Dr. Wily. He allies with Mega Man against the villains, but is unplayable except in supporting materials. He is very strong and turns into a comet for a big attack. He's also capable of blasting or just hitting guys with his huge fist- even his BLASTS are giant fists!
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by KorokoMystia »

Duo is a pretty mysterious guy. We know pretty much nothing about him besides the fact that he's from space and hunts evil energy, and that he's a space cop (The Archie Comic named his group the "Star Marshals") of some sort. Also, his appearance is how he looked after being rebuilt by Dr. Light. Before that, he looked like this: Image
Another interesting thing is that in the MM8 intro, you see him fighting the "evil robot" (named "Trio" in the Archie comic), which never appears after the intro. He does have official artwork, though:
Image

Apparently, Duo was originally intended to be created by Dr. Cossack from MM4, but they changed him to be an alien robot for unknown reasons.
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by Jabroniville »

haha, holy crap- I just looked up one of the few compliments I remember from way back in the day: http://www.atomicthinktank.com/viewtopi ... b6#p626623

It was Tattooed Man! I didn't even realize it :). Been a long time, dude.
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

Dimensions

Post by Jabroniville »

Mega Man & Bass (WonderSwan):
-This obscure game was released for the doomed system "WonderSwan", a handheld.

Image

THE DIMENSIONS
PL 8 (96)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages:
All-Out Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 6

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 6 [6]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +3

Complications:
Vulnerable (Other Weapons)- Each Boss is weak to at least one other guy's weapon.

Total: Abilities: 22 / Skills: 16--8 / Advantages: 19 / Powers: 38 + xx / Defenses: 9 (96)

THE GREY DEVIL- PL 8 (116): Movement 1 (Slithering), Blast 8 (Split 2) [20]
-Similar in concept to the original Yellow Devil, this one is a much easier foe to beat.

KOMUSO MAN- PL 8 (153): Blast 8 (Split 2), "Column of Flame" 30ft. Cylinder Blast 8, Summon Duplicate 8 (Horde, 2 Minions +2, Limited to 2 Rounds at a Time) [57]
-This guy summons a pair of doppelgangers, and all three can shoot you, making him pricey. He's invincible when duplicating, which I won't bother to replicate, but the pattern makes him easier to beat, particularly if you find the "safe spot" that lets you drain away his entire life bar in one guy (his columns move about, but can't touch you). He is weak to Aircon & Konro Man's attacks. He bestows the Doppel Crash to Mega Man (Strength-Damage +3) and the Doppler Attack to Bass (Aura Damage & Insubstantial 4- though he will die instantly if he returns to solid form within terrain).

KONRO MAN- PL 8 (121): Blast 8 (Multiattack, Indirect- From Above) [25]
-An odd-looking, triangle-shaped guy. He actually throws a great variety of fire (falling from above, moving across the screen in a line, a wide-angle blast), but they're actually DESTRUCTIBLE, unlike the attacks of almost every Boss in the series. The guy playing this on YouTube finds him to be the easiest boss in the game. Rockman manga writer Hitoshi Ariga considers Konro Man to be his favorite obscure Robot Master. He gives the Flame Shower to Mega Man (Fire Line), and the Flame Mixer to Bass (Fire Shield- an Aura). He is weak against Dangan Man's attacks.

DANGAN MAN- PL 8 (123): "Missiles" Blast 6 (Multiattack) Linked to Affliction 8 (Dazed & Hindered/Stunned & Vulnerable) (Extra Cond., Area, Limited to Grounded, Limited Degree), "Missile Ram" Damage +2 [27]
-Another weirdo, this guy looks kinda like a bullet with a head on top. He is vulnerable to Aircon Man's attacks. He gives the Vulcan (Mulitattack Blast for Mega Man; Homing Blast for Bass).

AIRCON MAN- PL 8 (131): Blast 8 (Multiattack, Indirect 3- Multiple Directions), Flight 4 [35]
-A rip-off of Air Man, "Air Conditioner Man" shoots out little puffball clouds or something. He's invincible much of the time, so beating him is a pain. He is weak to Konro Man's fiery attacks. His stage is the only one to take advantage of Wonderswan's ability to be played vertically. He bestows the Barrier Wind & Forte Cyclone to the heroes (Air Line in both cases).

CLOCK MAN- PL 8 (121): Blast 8 (Multiattack), "Lightning Bolt" Damage 8 (Line) [25]
-This is actually a pair of Robots, and produce a horribly-difficult battle in which both of them can summon Lightning Bolts that can only be dodged by pure luck- they appear randomly. They are weak against Aircon Man's attacks. They bestow the Time Switch & Time Bomb (both will freeze all enemies on-screen at once- Affliction, basically). They are weak against both Aircon Man and Komuso Man's attacks.

COMPASS MAN- PL 9 (122): Features 1: Separates From Legs, Flight 4, Blast 8 (Accurate) [26]
-An annoying guy who separates from his bottom half and flies around, while the legs are nigh-impossible to jump over. The only way to beat him without taking damage is to take the Doppel Crash and dive through him. He is weak against that, and Aircon Man's attacks.

ROCKMAN SHADOW- PL 9 (119): FIGHTING 8, Dodge +2, Blast 8, Sword +3 [23]
-The Final Boss of the game. A standard Fast Guy character with Weird Vague Anime Villain Motivation. He claims to be the Rockman (ie. Mega Man) of the future and came back in time to stop Dr. Wily, but he claims to Bass to be just Rockman-type robot, and wants to team up to form "the strongest force imaginable". When defeated, he finally admits that he was a scrapped copy of Quint created by Wily, but rebuilt himself into a being that wrecked the world. Since nothing could stop him... he went back in time to be killed by Mega Man & Bass.
Last edited by Jabroniville on Sun Sep 04, 2022 5:52 am, edited 1 time in total.
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

MM9

Post by Jabroniville »

MEGA MAN 9:
And now for Mega Man 9! This and the tenth game are the least-known in the series (aside from --- and Bass), but they came out on Virtual Consoles/Downloading/Whatever as sort of parodies/homages of the original run. That's right, these are 8-BIT GAMES. Produced NOWADAYS. That's just too hilarious for words- with all our technology, they're making blocky Mega Man games again :). I approve heartily. The American producers even went all-out, replicating the GOD AWFUL early box art of the games, complete with vaguely Mega Mannish regular-sized dude in realistic painting, carrying a GUN instead of having the Buster for a hand, and pictures of insane random backgrounds in the images (The original box art was designed with only a bare understanding of what the game was, you see, which brought about that horrid art).
Jabroniville
Posts: 24635
Joined: Fri Nov 04, 2016 8:05 pm

Jewel Man & Concrete Man

Post by Jabroniville »

Image

JEWEL MAN (Mega Man 9)
PL 10 (150)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Diamond Mine Worker) 8 (+8)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages:
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 8 [8]

"Jewel Satellite"
Force Field 3 (Extras: Impervious 5) [8]
Jewel Aura 6 (24) -- [25]
  • AE: Blast 10 (Feats: Improved Critical) (21)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Jewel Blast +9 (+10 Ranged Damage, DC 25)
Jewel Aura +10 (+6 Damage, DC 21)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8 (+11 Jewels), Fortitude --, Will +4

Complications:
Vulnerable (Black Hole Bomb)- The Black Hole Bomb does extra damage to Jewel Man. It even sucks in the Jewel Aura!
Weak Point- Jewel Man's Force Field has weak points between the spinning jewels.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 22 / Powers: 40 + 33 / Defenses: 10 (150)

-This stage is kind of poopy, being pretty uneventful except for annoying jumping spiders and really awful swinging platforms you have to activate by running up & down on them so you can make the next jump. Jewel Man's the latest in a long string of "Force Field" guys, but to be fair, it's been a while. A nice concept for a guy, but the execution is a bit off- hard to look scary when you're a man dressed in pink. Unless you're the Excellence of Execution. He's pretty easy to figure out, having a recognizable jumping pattern, and the Black Hole Bomb makes him an embarassment- it doesn't just do huge damage, it also sucks in his Force Field. Poor guy. As it stands, though, he's got a powerful Aura effect that Alts into a Blast, and a Force Field that makes him +11 Toughness (though you can fire between the Jewels to hit him).

Bestows the:
"Jewel Satellite"
Force Field 3 (Extras: Impervious 5) [8]
Jewel Aura 4 (16) -- [17]
  • AE: Blast 8 (16)
Image

CONCRETE MAN (Mega Man 9)
PL 10 (146)
STRENGTH
10 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Construction) 8 (+8)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+3)

Advantages:
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 11 [11]

"Concrete Shot" Damage 8 (Feats: Reach 3) Linked to Affliction 6 (Strength; Dazed/Stunned/Paralyzed) (Extras: Ranged) (23) -- [25]
  • AE: "Power Punch" Strength-Damage +0 (Feats: Extended Reach 3, Improved Critical 2) (5)
  • AE: "Ground Slam" Affliction 10 (Athletics; Dazed & Vulnerable/Stunned & Prone) (Extras: Area-30ft. Burst, Extra Condition) (Flaws: Limited Degree) (20)
Offense:
Unarmed +10 (+10 Damage, DC 25)
Concrete Shot +8 (+8 Damage & +6 Ranged Affliction, DC 23 & 16)
Ground Slam +10 Area (+10 Affliction, DC 20)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +11, Fortitude --, Will +4

Complications:
Vulnerable (Laser Trident)- The Laser Trident does extra damage to Concrete Man.
Weak Point- Jewel Man's Force Field has weak points between the spinning jewels.

Total: Abilities: 34 / Skills: 20--10 / Advantages: 22 / Powers: 43 + 25 / Defenses: 12 (146)

-Concrete Man's got some unique, nice powers, but is mostly a Guts Man/Stone Man concept at heart, being a big strong guy. He bullrushes you from across the screen, tries to trip you up, or flat-out stuns you with his Concrete Shot. It's only flaw is that it's seriously low-ranged, only lobbing out halfway across the screen, tops. Once you gain his power, you start whipping out the same thing, turning smaller enemies into concrete blocks that you can jump on, and slowly disintegrate (Damage Linked to Transform). Alternatively, it just does more damage to larger 'bots, Alt-ing that off of the Transform.

Bestows the:
"Concrete Shot"
Damage 6 (Feats: Reach 3) [9]
Transform (Small Robots to Stone) 4 (16) -- [18]
  • AE: Damage 9 (Feats: Extended Reach 3) (12)
  • AE: Transform (Lava to Stone) 4 (8)
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Tattooedman
Posts: 2767
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by Tattooedman »

Jabroniville wrote: Thu Sep 14, 2017 5:41 am haha, holy crap- I just looked up one of the few compliments I remember from way back in the day: http://www.atomicthinktank.com/viewtopi ... b6#p626623

It was Tattooed Man! I didn't even realize it :). Been a long time, dude.
Yeah it has, 10 years for me here in November after almost a year lurking prior.

.......and now I feel old. :?
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Woodclaw
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Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by Woodclaw »

Tattooedman wrote: Thu Sep 14, 2017 4:27 pm
Jabroniville wrote: Thu Sep 14, 2017 5:41 am haha, holy crap- I just looked up one of the few compliments I remember from way back in the day: http://www.atomicthinktank.com/viewtopi ... b6#p626623

It was Tattooed Man! I didn't even realize it :). Been a long time, dude.
Yeah it has, 10 years for me here in November after almost a year lurking prior.

.......and now I feel old. :?
I hear you.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
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L-Space
Posts: 740
Joined: Fri Nov 04, 2016 8:40 pm
Location: Nebraska

Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by L-Space »

Jabroniville wrote: Thu Sep 14, 2017 5:41 am haha, holy crap- I just looked up one of the few compliments I remember from way back in the day: http://www.atomicthinktank.com/viewtopi ... b6#p626623

It was Tattooed Man! I didn't even realize it :). Been a long time, dude.
I find it funny that Tattooed Man calls me out saying I'm going to laugh at him for not knowing an obscure character and then like 2 comments later I do :lol:.

I also seemed to have the exact same response to your build of Poundcakes (hehe) then as I did now. Good to know that my sense of humor hasn't matured at all in the last 8 years :D.
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