Jab's Builds! (Kronos! The Celestials! Power Pack! Mr. Brownstone!)

Where in all of your character write ups will go.
Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Mega Man 4 & 5! Mega Man! Dr. Light!)

Post by Jabroniville » Tue Sep 12, 2017 4:18 am

Man Called True said:
Blizzard Man: The only Canadian ever turned down by Alpha Flight.

And it's not like they couldn't program polar bears, because they show up in Freeze Man's level in MM7. I dunno, maybe they couldn't get one to work on an 8-bit cartridge.

Funny thing about Centaur Man: when he showed up in The Power Fighters, they completely changed his power from "Centaur Flash" to the multi-directional "Centaur Arrow". Best guess as to why? A weapon that freezes your enemies in place is broken in a one-on-one fighting game.

Tomahawk Man is a jawdropper in more ways than one - you fight him in a Grand Canyon knock-off, the music's a stereotypical "AmerInd" melody, and the freakin' minion robots are wearing cowboy hats. (And the "stereotype" Gundam series was G.)

Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Proto Man

Post by Jabroniville » Tue Sep 12, 2017 6:01 am

ImageImageImage

PROTO MAN
Role:
Mirror Image Villain
PL 10 (148)
STRENGTH
1 STAMINA -- AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Deception 4 (+6)
Expertise (Whistling) 4 (+6)
Insight 2 (+4)
Intimidation 3 (+5)
Investigation 4 (+6)
Perception 4 (+6)
Ranged Combat (Buster) 2 (+12)
Technology 4 (+6)

Advantages:
Accurate Attack, Defensive Attack, Evasion, Improved Aim, Interpose, Ranged Attack 8, Power Attack, Taunt

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
"Buster" Blast 5 (Extras: Multiattack) [15]

"Proto Man Shield" (Flaws: Easily Removable) [14]
Deflect 11 (Extras: Reflection) (22) -- (23 points)
  • AE: "Shield Bash" Strength-Damage +3 (3)
Offense:
Unarmed +10 (+10 Damage, DC 25)
Buster +12 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +7, Fortitude --, Will +6

Complications:
Enemy (Mega Man)

Total: Abilities: 34 / Skills: 32--16 / Advantages: 15 / Powers: 66 / Defenses: 17 (148)

-Proto Man is famous in the Mega Man fandom for basically being a prototype created by Dr. Light, stolen by Wily and turned kinda evil or something... but then there's this rivalry thing and he ends up making friends with Rock/Mega in the end, as a recurring ally. He's the "opposite colour" villain the crappy Ruby Spears cartoon, and kind of a fixture in the middle couple Mega Man games (with his cool scarf and whistle!), but otherwise never really got up to much. He was believed to be the villain behind Mega Man 5, but that was Dr. Wily all along (it always is).

-Proto Man has most of the same stats as Mega Man does, but a bit more strength and a fancy Shield. His Shield has powers beyond the norm- it's quite powerful and lets him bounce attacks off of it (when he's playable in Mega Man 9 at least), making up for the fact that most in-universe versions can't steal Robot Master powers (In Pt. 9 he can, which would probably boost his cost by a bit and necessitate dropping the Shield down heavily or making it an Alt-Effect).

PROTO MAN
Role:
Mirror Image Villain
PL 10 (161)
STRENGTH[/b] 1 STAMINA -- AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Deception 4 (+6)
Expertise (Whistling) 4 (+6)
Insight 2 (+4)
Intimidation 3 (+5)
Investigation 4 (+6)
Perception 4 (+6)
Ranged Combat (Buster) 2 (+12)
Technology 4 (+6)

Advantages:
Accurate Attack, Defensive Attack, Evasion, Improved Aim, Interpose, Ranged Attack 8, Taunt

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

"Proto Man Shield" (Flaws: Easily Removable) [9]
Deflect 7 (Extras: Reflection) (14) -- (15 points)
  • AE: "Shield Bash" Strength-Damage +3 (3)
"Robot Master Weapons"
Base Power- Most Expensive Robot Master Weapon (25 pp maximum) (25) -- [35]
  • AE: 7 More Robot Master Weapons
  • AE: "Proto Coil" Leaping 5 & "Proto Jet" Flying 4 (13)
  • AE: "Proto Buster" Blast 5
  • AE: "Proto Buster Charge" Blast 7 (Flaws: Requires Full-Round Charge) (7)
Offense:
Unarmed +10 (+10 Damage, DC 25)
Buster +12 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4, Fortitude --, Will +6

Complications:
Enemy (Mega Man)

Total: Abilities: 34 / Skills: 32--16 / Advantages: 14 / Powers: 78 / Defenses: 19 (161)

-This is a modified Proto Man as he appears in Mega Man 9 as a playable character- he can now copy Robot Master powers, and has his Deflect nerfed to help make cheaper. In this variant, he fights much like Mega Man, but can Deflect things only while jumping, cannot use the Slide maneuver, takes double-damage from attacks (+4 Toughness only), cannot Charge his Buster at all (loses Power Attack and the "Charged Buster" Alt-Effect), thus making him far less effective than simply a boosted Mega Man. I'd guess that they're actually rather tied.
Last edited by Jabroniville on Wed Sep 13, 2017 6:34 am, edited 3 times in total.

Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Lupin III! Mega Man 2 & 3! Stardroids! Mega Man!)

Post by Jabroniville » Tue Sep 12, 2017 6:11 am

L-Space wrote:
Mon Sep 11, 2017 8:23 pm
Ah Mega Man, my favorite classic platformer. Mario was great and influential, but Mega Man's theme levels and the multiple bosses/powers just made it a lot more fun for me as a kid. Never knew there was an ongoing Mega Man comic, may have to check it out sometime.

Welcome back Woodclaw!
What's funny is that I remember REALLY enjoying the idea of him changing color when he got a Robot Master's power. I was always obsessed with little color changes as a kid (part of why I loved the yellow & blue Wolverine costume and the black Spider-Man costume so much), and this just seemed like the coolest idea on Earth.

I'm delighted, and a little surprised, that these builds seem to be doing rather well in terms of interest. Part of me was afraid that it'd be a week of nobody really commenting save Koroko and I, but others are into it too, which is good. Makes me realize I should stat up Mega Man X sooner rather than later, though it'll take a while to do. The next three sets will be Marvel Nemesis: Rise of the Imperfects, MC2, and then Marvel's Gods- during some of that, I can take a look at some Mega Man X stages and come up with some stuff.

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Arkrite
Posts: 673
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Jab's Builds! (Mega Man 5 & 6! Mega Man! Dr. Light! Proto Man!)

Post by Arkrite » Tue Sep 12, 2017 1:09 pm

Protoman was always my favorite of the batch.

And to continue the naming scheme, he's called Blues in Japan.

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KorokoMystia
Posts: 419
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab's Builds! (Mega Man 5 & 6! Mega Man! Dr. Light! Proto Man!)

Post by KorokoMystia » Tue Sep 12, 2017 3:37 pm

Proto Man is cool, especially with his signature whistle.

Even though Capcom doesn't seem to be making any actual new Mega Man games in the near future, there's an absolute ton of fan-content, one of which, Street Fighter X Mega Man, actually got picked up by Capcom and released officially! Of course, there's a lot of bad stuff, but there are some really good fangames out there. One particular stand-out is Mega Man 8-Bit Deathmatch, which is a Doom full conversion mod, of all things!

Mega Man X might take a while, because there are so many "named" important characters, as well as all the bosses. Every game has at least one extra named antagonist besides Sigma, and most of them after X2 have a false villain, which, while it has more effort put into it than the "it's obviously Wily" fakeouts of the classic series..it's still obviously Sigma. X8 puts an interesting twist on that, however.
I'm also curious about how you'll handle the power levels. SInce, in-universe, the characters of the X series are supposed to be much more advanced in technology, but gameplay-wise, they're pretty much the same, just with some new tricks, and the bosses having more attacks.

Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Mega Man 7

Post by Jabroniville » Tue Sep 12, 2017 6:00 pm

MEGA MAN 7:
And now it's time for Mega Man 7! This is a major change in the series, as it appears on the Super Nintendo for the very first time! Of course, Mega Man X had come out almost two entire years earlier, and since that series turned the whole Mega Man thing on it's ear, producing a bad-ass new protagonist, tons of great boss designs, and awesome use of the SNES' graphical might (16-bits! And lots of colours! Back then that was all a big deal!), which meant that this cutesy little throwback wasn't really adding up to much. It did introduce Bass & Treble, new Mini-Boss nightmares to rival Proto Man, and both of them joined the Mega Man fandom as big stars, but even that didn't keep this title from kind of faltering before the X-series. The Robot Masters in this game were a little more intensive, being giant sprites with multiple kinds of attacks, which was a far cry from the old days. Some guys in here have three or four Alternate Effects! Most of them failed to make a big impact though- despite having some new tricks and Powers to offer, many were just retreads of old gimmicks.

Man Called True said:
MM7 is, in my opinion, the second-worst of the main series. It's just so... juvenile. Muddy-sounding music, bad sprites, awful controls (two buttons? On a four-face-button pad? Seriously?), and really lame boss designs. All that keeps it from being 5-caliber is that the stages aren't nearly as badly designed.

I admit I have a fondness for Shade Man, though. Slightly awkward-looking? Yes. But he's freaking Pharaoh Man compared to the others.

Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Freeze Man & Burst Man

Post by Jabroniville » Tue Sep 12, 2017 6:01 pm

Image

FREEZE MAN (Mega Man 7)
PL 10 (156)
STRENGTH
6 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 6, Startle

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

"Freeze Cracker"
Blast 9 (Feats: Accurate) Linked to Snare 7 (Feats: Improved Critical, Accurate) (Quirks: Limited to 1-3 Rounds -3) (39) -- [42]
  • AE: "Icicle Storm" Blast 7 (Feats: Accurate, Split 2, Indirect) (18)
  • AE: "Trip" Affliction 9 (Athletics; Dazed/Stunned) (Extras: Area- 30ft. Burst, Ranged) (Flaws: Limited to Grounded Opponents, Limited Degree) (9)
  • AE: Create Ice Objects 8 (16)
Offense:
Unarmed +10 (+6 Damage, DC 21)
Freeze Cracker +10 (+9 Ranged Damage & +7 Affliction, DC 24 & 17)
Trip +9 Area (+9 Ranged Affliction, DC 19)
Icicle Storm +10 (+7 Ranged Damage, DC 22)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Junk Shield)- Junk Man's Junk Shield does extra damage to Freeze Man.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 42 / Defenses: 14 (156)

-Freeze Man's a new kind of boss: he's got THREE different ways of getting to you. He freezes the floor, making it hard to get traction, then he drops Icicles from the ceiling, and then he fires a Freezing Blast at you (giving him two Linked powers) that can hold you still for a couple rounds, allowing him a free shot on you. Much better than the old-school "one or two attacks in a predictable pattern" type of deal. He's kind of a boring design, though- and offers little in originality, as both Ice Man & Blizzard Man (who was just in the last game!) match up with his theme. The Freeze Cracker version you get is a pretty useful Area-Burst that sends multiple blasts out if it hits a wall or something.

Bestows the:
"Freeze Cracker" Blast 8 (Extras: Area- 30ft. Burst) (24) -- [25]
  • AE: Transform (Fire & Lava into Solid Ice) 5 (Extras: Ranged) (15)
Image

BURST MAN (Mega Man 7)
PL 10 (149)
STRENGTH
6 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 5, Startle

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

"Danger Wrap" All Powers Linked
"Bomb Bubbles" Blast 9 (Feats: Accurate, Improved Critical, Split 2, Triggered- Timed) [23]
"Trap in Bubble" Snare 5 (Feats: Accurate, Split 2, Indirect) (Flaws: Limited to Entangling) [14]
Move Object 5 (Flaws: Limited to Ensnared Opponents) [5]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Bomb Bubbles +9 (+9 Ranged Damage & +5 Affliction, DC 24 & 15)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Freeze Cracker)- Freeze Man's Freeze Cracker does extra damage to Burst Man.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 42 / Defenses: 8 (149)

-Man, there's a LOT of crap floating around in this dude's fight. He throws out large amounts of Floating Bubbles that wrap you up and throw you up to the top of his stage (which is covered in Insta-Death Spikes), then brings some up from the ground (Indirect), then throws out some BOMBS in bubbles that can trap you, or just drop the Time Bomb (Triggered). All of these in multiple amounts, though this really sounds harder than it is, as you can easily blast out of the bubbles (Entangle Only), the guy himself hardly moves (low Defense), and most of the weapons are indirect and timed, meaning you can jump over them even if you screw up your dodging. His power's one of those ones that's ridiculously complex to stat up- not many powers link Move Object, Snare and Blast altogether at once, though the Snare & Move Object are low-level and generally easy to fend off.

Bestows the:
"Danger Wrap" All Powers Linked
"Bomb Bubbles" Blast 8 (Feats: Triggered- Timed) [17]
"Trap in Bubble" Snare 4 (Flaws: Limited to Entangling) [8]
Move Object 4 (Flaws: Limited to Ensnared Opponents) [4]
Last edited by Jabroniville on Wed Sep 13, 2017 5:45 am, edited 1 time in total.

Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Cloud Man & Junk Man

Post by Jabroniville » Tue Sep 12, 2017 6:03 pm

Image

CLOUD MAN (Mega Man 7)
PL 10 (153)
STRENGTH
6 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, Move-By Action, Power Attack, Ranged Attack 6, Startle

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

"Thunder Bolt" Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Line) (19) -- [20]
  • Dynamic AE: "Rainstorm" Environment 4 (Impede Movement 2, Visibility 1) (Feats: Dynamic) (14)
  • Dynamic AE: "Air Control" Move Object 6 (Feats: Dynamic) (12)
Immunity 10 (All Weather Conditions) [10]
Flight 4 (30 mph) [8]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Thunder Bolt +9 Area (+9 Damage, DC 24)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Danger Wrap)- Burst Man's Danger Wrap does extra damage to Cloud Man.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 38 / Defenses: 14 (153)

-Cloud Man's a dorky-looking villain (and he loses a finger in his sprite's Action Pose! Gross!), but looks like kind of a pain unless you have his weakness (which basically just rocks his world and throws him all over the place for high damage). He can fire out a Line of electricity, cause a rain storm, or his wind will force you either away or towards him, in addition to flying around trying to bonk you on the head. So get ready to Slide, shoot away, or just beat Burst Man first so he's super-easy :).

Bestows the:
"Thunder Bolt" Blast 9 (Feats: Split 2, Improved Critical 2) [22]

Image

JUNK MAN (Mega Man 7)
PL 10 (141)
STRENGTH
8 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 6, Startle

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

"Junk Shield"
Affliction 10 (Strength; Dazed & Hindered/Stunned & Prone/Paralyzed) (Feats: Accurate, Improved Critical) (Extras: Ranged) (22) -- [25]
  • AE: Force Field 2 (Extras: Impervious 9) (11)
  • AE: "Junk Toss" Blast 8 (Feats: Accurate, Indirect 2) (19)
  • AE: "Magnetism" Move Object 8 (Flaws: Limited to Ferrous Materials) (8)
Offense:
Unarmed +10 (+8 Damage, DC 23)
Junk Shield +10 (+10 Ranged Affliction, DC 20)
Junk Toss +10 (+8 Ranged Damage, DC 23)
Initiative +8

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

Complications:
Vulnerable (Danger Wrap)- Burst Man's Danger Wrap does extra damage to Junk Man.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 25 / Defenses: 12 (141)

-Junk Man's the last of the First Four Mega Man 7 bosses, and is basically a big strong guy who's got a Wood Man-like Shield power, in addition to focusing on his timed jumps and the fact that a Blast from his weapon can Paralyze you instead of do regular damage. He can control the Junk in his stage to produce an Invulnerable Shield to an already-tough guy, launch attacks from the ceiling, or just chuck a big block at you. The Junk Shield weapon you gain is easily the best Shield weapon so far- you can move with it, it takes a few hits to drop down, and you can also blast it out at any time. Good stuff.

Bestows the:
"Junk Shield" Both Powers Linked
Force Field 4 (Extras: Impervious 5) [9]
Junk Aura 5 (20) -- [21]
  • AE: Blast 7 (14)

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KorokoMystia
Posts: 419
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab's Builds! (Mega Man 5 & 6! Mega Man! Dr. Light! Proto Man!)

Post by KorokoMystia » Tue Sep 12, 2017 6:58 pm

I find Mega Man 7 to be a pretty awkward transition from 8-bit to 16-bit, but it still has some good boss designs. Also, Proto Man actually can charge his buster in 9 and 10, so that should be added.

Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Spring Man & Shade Man

Post by Jabroniville » Tue Sep 12, 2017 9:29 pm

Image

Truly a master of terror

SPRING MAN (Mega Man 7)
PL 10 (136)
STRENGTH
6 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), Fast Grab, Improved Hold, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 6, Startle

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

Elongation 2 [2]
"Wild Coil" Blast 9 (Feats: Improved Critical, Accurate) (19) -- [20]
  • AE: Strength-Damage +3 (Feats: Improved Critical, Reach 5) (9)
Offense:
Unarmed +10 (+6 Damage, DC 21)
Coil Attack +8 (+9 Damage, DC 24)
Wild Coil +10 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Slash Claw)- Slash Man's Slash Claw does extra damage to Spring Man.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 24 / Powers: 40 + 22 / Defenses: 14 (136)

-Spring Man kinda sucks. He looks silly, he leaps about with predictable attacks, and he has an extendo-punch. His stage is great fun, though- you bounce around a spring-loaded stage that looks like a messed-up toy box. I approve. As a fighter, he can switch between melee and ranged at-will, and has a few grappling feats, as befits a guy who's semi-stretchy and can elongate his limbs. The "Wild Coil" weapon you get works as a Blast that goes in front and behind you. Unique and interesting, but not so special.

Bestows the:
"Wild Coil" Blast 8 (Feats: Indirect, Split) [18]

Image

A vampire bat ROBOT and this is the best design they could come up with?

SHADE MAN (Mega Man 7)
PL 10 (147)
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), Fast Grab, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 6, Startle

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

"Noise Crush" Sonic Blast 9 (Feats: Accurate, Improved Critical, Ricochet, Homing) [22]
Immunity 5 (Sound Damage) [5]
Flight 5 (60 mph) (Flaws: Winged) [5]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Noise Crush +10 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Wild Coil)- Spring Man's Wild Coil does extra damage to Shade Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 23 / Powers: 40 + 32 / Defenses: 14 (147)

-Shade Man's level design is a GREAT concept for the game, being themed around a horror stage/haunted house concept, but really just fell short. It should've been Castlevania-good, but was instead just some generic level filled with some Mummy-bots and a few Wolf-bots. Shade Man himself is a Vampire Bot, but is really just kind of thin, goofy-looking and dumb. He's a hard boss to beat, though- swinging around, grappling you, draining your energy (statted up by me as a Grappling specialist), and alternatively firing out some ricocheting energy beams. He's better in melee than most bosses are, and can fly. All of that adds up to a guy who goes a bit above the PL 10 (150) Robot Master template. The Noise Crush you gain from him is a standard "Bounces Back" weapon, but by bouncing it back deliberately, you can absorb the blast to do a "Charged Up" damage version, which gives it a little more originality.

Bestows the:
"Noise Crush" Blast 8 (Feats: Ricochet, Homing) (19) -- [20]
  • AE: "Rebound Recharge" Blast 9 (Drawbacks: Power Loss- Must Take Own Rebound -2) (16)

Jabroniville
Posts: 4710
Joined: Fri Nov 04, 2016 8:05 pm

Turbo Man & Slash Man

Post by Jabroniville » Tue Sep 12, 2017 10:11 pm

Image

TURBO MAN (Mega Man 7)
PL 10 (152)
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, Move-By Action, Power Attack, Ranged Attack 6, Startle

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

"Scorch Wheel" Blast 10 (Feats: Accurate, Improved Critical, Ricochet 2, Homing 2) (26) -- [27]
  • AE: Move Object 10 (Flaws: Limited to Towards Him) (10)
"Transform into Car" Morph 1 (Car Form) (Feats: Metamorph) [6]
Immunity 5 (Electrical Damage) [5]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Scorch Wheel +10 (+10 Ranged Damage, DC 25)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Noise Crush)- Shade Man's Noise Crush does extra damage to Turbo Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 38 / Defenses: 14 (152)

-Turbo Man's actually a 100% unique new boss, in that he's the first Robot Master with the ability to transfrom into a vehicle. Turning into a race car, Turbo Man either tries to run you over, hit you with a burning ring of fire, or draw you towards him with a Tractor Beam. Not that crazy-hard of a boss, and very unique, but I'm kinda "meh" on him still.

Bestows the:
"Scorch Wheel" Blast 8 [16]

Image

"In the age of the internet, my name takes on a new, disturbing meaning!"

SLASH MAN (Mega Man 7)
PL 10 (146)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 9 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: 
Accurate Attack, All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Defense, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 6, Startle, Uncanny Dodge

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 3 (60 feet) [3]
"Robotic Frame" Protection 8 [8]

"Tar (?) Bomb" Snare 5 (Feats: Accurate, Indirect 2, Split 2) (20) -- [21]
  • AE: "Slash Claw" Strength-Damage +2 (Feats: Accurate, Split, Reach 2) (Extras: Penetrating 7) (13)
Super-Movement 2 (Wall-Crawling 2) [4]
Super-Senses 2 (Acute Scent, Extended Hearing) [2]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Slash Claw +11 (+9 Damage, DC 24)
Tar Bomb +10 (+5 Ranged Affliction, DC 15)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Freeze Cracker & Scorch Wheel)- Both weapons do extra damage to Slash Man.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 25 / Powers: 41 + 23 / Defenses: 14 (146)

-Yeah, this guy's just a nasty piece of work. Looking more updated for the '90s than any other Robot Master up till this point, Slash Man is a spikey, claw-bearing guy who can rip you the hell apart. He's hard to dodge, tends to come FLYING out of nowhere, drops little Snare thingies that slow you down, can slash with near-instant speed (he's got every Cap-modifier in the game just about, and USES THEM) and it extends out really far as well. Probably the hardest bosses in all of Mega Man 7, and one of the hardest overall from the looks of Youtube players of the game.

Bestows the:
"Slash Claw" Strike 8 (Feats: Reach 2, Takedown 2, Improved Initiative) (Extras: Penetrating 7) [20]
Last edited by Jabroniville on Wed Sep 13, 2017 5:50 am, edited 1 time in total.

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Arkrite
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Location: Canada

Re: Jab's Builds! (Mega Man 5 & 6! Mega Man! Dr. Light! Proto Man!)

Post by Arkrite » Tue Sep 12, 2017 10:15 pm

I expected to see Obsession (fanfiction) hidden in that last one ;~)

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L-Space
Posts: 317
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Re: Jab's Builds! (Lupin III! Mega Man 2 & 3! Stardroids! Mega Man!)

Post by L-Space » Tue Sep 12, 2017 10:19 pm

Jabroniville wrote:
Tue Sep 12, 2017 6:11 am
What's funny is that I remember REALLY enjoying the idea of him changing color when he got a Robot Master's power. I was always obsessed with little color changes as a kid (part of why I loved the yellow & blue Wolverine costume and the black Spider-Man costume so much), and this just seemed like the coolest idea on Earth.

I'm delighted, and a little surprised, that these builds seem to be doing rather well in terms of interest. Part of me was afraid that it'd be a week of nobody really commenting save Koroko and I, but others are into it too, which is good. Makes me realize I should stat up Mega Man X sooner rather than later, though it'll take a while to do. The next three sets will be Marvel Nemesis: Rise of the Imperfects, MC2, and then Marvel's Gods- during some of that, I can take a look at some Mega Man X stages and come up with some stuff.
I was the same way. Kind of funny that such a relatively minor thing made such a big impact on me as a kid :lol:.

Mega Man's iconic enough and has had good games spaced out during its (impressive) run that it's hard to find people who don't have fond memories of it. Mega Man X should be interesting, especially since I'm curious about your commentary towards Zero.
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Jabroniville
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Re: Jab's Builds! (Mega Man 5 & 6! Mega Man! Dr. Light! Proto Man!)

Post by Jabroniville » Tue Sep 12, 2017 11:20 pm

Man Called True said:
Turbo Man looks like something Duffman drew on a bender one strange night.

Slash Man's a pain in MM7, but got a little screwed over in Power Fighters. (You could defeat him without ever getting hit by standing on the other side of the stage and launching a Dive Missile every time he stood up from the last one.) And the name is hardly worthy of comment. Particularly as the Mega Man slash community is... extensive. (Mostly for the X series, though.)

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Mega Man 8

Post by Jabroniville » Wed Sep 13, 2017 1:07 am

MEGA MAN 8:
Mega Man 8 is the last hurrah of the "classic" series and it's franchise (though Mega Man & Bass- which I'll get to- still came out for the Super NES), as later versions are new 8-bit semi-joke updates. This series marks the debut (after a single game! Mega Man 1-6 were on the same damn system!) of a Next Generation system. It had an uncomfortable position of being the less cool (compared to Mega Man X) franchise on systems during the age where Polygons and 3-D Treasure Hunt games were far, FAR more commonplace and popular than any 2-D sprite-based platformer ever could be. 

This had myriad effects on the video game industry- much like Hollywood & other genres, new technology was fascinating and applied everywhere, but it took a while for people to work the KINKS out of the new stuff. So you had some VERY crappy games, or games that were popular THEN but don't hold up AT ALL anymore (Battle Arena Toshinden, anyone?). 

So this game was virtually a throwback the second in came out. Mega Man's ultra-goofy feminine voice didn't help matters (at least he didn't say "Mega" as a prefix, like SOME incarnations I could name...), nor did the worst voice acting imaginable for all the Robot Masters this time around (half of them sound like either mentally-deficient children, or some guy they hired off the street using his normal voice in an echo chamber). It has some neat bosses and inventive levels, but the sprites are just so BIG- it makes the game look and feel different. The bosses are so big they almost necessitate using Growth (I avoid that unless necessary, though), and this time around they have a half-dozen unique attacks rather than one or two, and the weapons you get from them are as original as they've been in eons. So that's all in the plus column.

Man Called True's remarks:
The rumor, and I can't confirm or deny this, is that they didn't bother hiring new voice actors for the English version - they just taught the Japanese ones to say their lines phonetically. Among other things, this is supposedly why Mega Man pronounces it "Flame Sworord!"

I actually like some of the voices in this game (Sword Man, Astro Man and Grenade Man in particular). And it has surprisingly good music (Tengu Man PS version, Frost Man, and Astro Man are my favorites). Music is one of the better things about the Mega Man series in general, come to think of it.

One of my favorite bits about 8: Hit a boss with their weakness and they actually show that it hurts in a special way. Clown Man gets tangled in his own limbs, Sword Man smolders, Search Man catches on fire, Astro Man freaks out when you lock onto him, that sort of thing.

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