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

Where in all of your character write ups will go.
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Arkrite
Posts: 3828
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Location: Canada

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

Post by Arkrite »

That supergirl look isn't bad... but it didn't grab me either.
I think it'd probably look better with the cape instead of the coat.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

MM10

Post by Jabroniville »

MEGA MAN 10:
Now it's the final game in this massive-arse countdown- Mega Man 10! Basically just like Mega Man 9, it's an old-school NES-styled game up for sale, packing in a new bunch of villains with some unique takes on old powers, and a few totally new ideas. Plus, y'know, you can play as Bass and Proto Man. Which takes this to a whole new level of awesome.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sheep Man & Strike Man

Post by Jabroniville »

Image

SHEEP MAN (Mega Man 10)
PL 10 (194)
STRENGTH
6 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Sheep Herder) 6 (+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 8, Startle

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

"Wool Cloud" Damage 10 (Extras: Area- 30ft. Line) Linked to Flight 2 Linked to Summon Cloud 6 (Extras: 4 Minions +4, Active, Horde) (72) -- [73]
  • AE: "Bouncing Blast" Electrical Blast 9 (Feats: Improved Critical 2) (20)
Offense:
Unarmed +10 (+6 Damage, DC 21)
Bouncing Blast +10 (+9 Ranged Damage, DC 24)
Wool Cloud +10 Area (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Rebound Striker)- Strike Man's Rebound Striker does extra damage to Sheep Man.

Total: Abilities: 34 / Skills: 24--12 / Advantages: 23 / Powers: 42 + 73 / Defenses: 10 (194)

-I don't know what's funnier: The fact that this guy's name is SHEEP MAN, or that he actually looks kinda cool. He's one of the more odd bosses in Mega Man history- turning into four clouds that fire lightning bolts out of them. Fairly tough, he's got an easy pattern but a lot of stuff flying around at once, and a hard-to-stat up power-set. I settled on an Alternate Form that Duplicates, but is only capable of 1-2 rounds of fire at a time before settling back into his weaker, normal form. He can keep getting back into it, however. Like a lot of newer-generation models, he's going a bit over-cost, because all that stuff is tough to fit into a PL 10 (150) template when you've got 20 points of Equipment/Minions on each guy (which I never felt like altering, as it makes MOST guys fit the standard pretty easily).

Bestows the:
"Thunder Wool" Damage 9 (Extras: Area- 30ft. Line) (18)

SUMMONED CLOUD
PL 10 (86)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
None

Advantages: 
None

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

Flight 2 (4 mph) [4]
"Thunder Wool" Damage 10 (Extras: Area- 30ft. Line) [20]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Bouncing Blast +10 (+9 Ranged Damage, DC 24)
Wool Cloud +10 Area (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude --, Will --

Total: Abilities: 14 / Skills: 00--0 / Advantages: 0 / Powers: 42 + 24 / Defenses: 6 (86)


Image

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

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Baseball Player) 6 (+8) -- Uses Dex
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 8, Startle

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

"Rebound Striker" Blast 9 (Feats: Improved Critical 2, Ricochet 4, Homing 4) (28) -- [30]
  • AE: "Ball Form" Protection 4 (Extras: Impervious 13) (Reduced Defenses -4) & Strength-Damage +3 (20)
  • AE: "Power Spin" Blast 9 (Feats: Improved Critical 2, Ricochet 4, Homing 4) (Extras: Multiattack) (Flaws: Side-Effect- Dazed -2) (19)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Ball Form +10 (+10 Damage, DC 25)
Striker & Power Spin +10 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10 (+14 Ball Form), Fortitude --, Will +4

Complications:
Vulnerable (Triple Blade)- Blade Man's Triple Blade does extra damage to Strike Man.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 23 / Powers: 42 + 30 / Defenses: 10 (153)

-A new Sports-themed guy, it's an inventive concept, but he looks a little silly and not too scary. The Rebound Striker brings about a new "Ricochet"-based power, which is always fun but rarely a major weapon in a game based so much on accuracy & timing. The Ball Form is a simple Force Field that boosts Toughness but lowers his Dodge to even it out (it's easy to hit, but the Mega Buster is NOT going to pound through +14, +13 Impervious). 

Bestows the:
"Rebound Striker" Blast 8 (Feats: Ricochet 4, Homing 4) [24]
Last edited by Jabroniville on Fri Sep 15, 2017 6:30 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Blade Man & Commando Man

Post by Jabroniville »

Image

BLADE MAN (Mega Man 10)
PL 10 (144)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Swords) 6 (+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 8, Startle

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

Movement 1 (Wall-Crawling) [2]
"Triple Blade" Blast 9 (Extras: Area- 30ft. Cone) (18) -- [19]
  • AE: "Sword Slash" Strength-Damage +3 (Feats: Improved Critical 2) (5)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Sword Slash +10 (+10 Damage, DC 25)
Triple Blade +10 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Commando Bomb)- Commando Man's Bomb does extra damage to Blade Man.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 23 / Powers: 42 + 21 / Defenses: 10 (144)

-Blade Man's nice and interesting, using a Cone Area Blast (tosses 2-5 swords in a "Cone" shape, really- doesn't fit Autofire or Split Attack since only ONE will hit most guys), and doesn't look quite like any other Robot Master (his HEAD looks like a sword), despite sharing a "theme" with Sword Man. Kind of ninja-esque and obsessed with swords (as all great "Sword Guys" are), he can jump to walls but is vulnerable to the Wall-Bursting power of the Commando Bomb. He's one of the few Robot Masters to match melee & ranged power equally, requiring no Attack Specialization at all.

Bestows the:
"Triple Blade" Damage 8 (Extras: Area- 30ft. Cone) [16]

Image

COMMANDO MAN (Mega Man 10)
PL 10 (152)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

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 8, Startle

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

Senses 1 (Detect Mines) [1]
"Commando Bomb" Blast 10 (Extras: Area- 30ft. Burst) (30) -- [31]
  • AE: "Ground Stomp" Affliction 10 (Athletics; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited Degree) (20)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Commando Bomb +10 Area (+10 Damage, DC 25)
Ground Stomp +10 Area (+10 Affliction, DC 20)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Wheel Cutter)- The Wheel Cutter does extra damage to Commando Man.
Disabled (No Hands)

Total: Abilities: 36 / Skills: 18--9 / Advantages: 23 / Powers: 42 + 32 / Defenses: 10 (152)

-Commando Man's a new military-themed design like Search Man, pretty generic, but alright. I do like the power- especially it's graphical application. It's like a Bomb Power that drops when it comes near an enemy, blowing up into a spread pattern. Pretty standard boss in most respects (including standard +10/+10 outputs all over), though he DOES have a new ability no others have had- Super-Senses towards mine detection. It ain't much, but it's there. The power he bestows upon Mega Man is one of the more costly in the series, as it's VERY powerful, and blows up real good.

Bestows the:
"Commando Bomb" Blast 9 (Extras: Area- 30ft. Burst) [27]
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Solar Man & Pump Man

Post by Jabroniville »

Image

SOLAR MAN (Mega Man 10)
PL 10 (154)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

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 8, Startle

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

"Solar Blaze" Damage 11 (Feats: Split) (Extras: Area- 30ft. Line, Penetrating) [34]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Solar Blaze +11 Area (+11 Damage, DC 26)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Water Shield)- The Water Shield does extra damage to Solar Man.

Total: Abilities: 36 / Skills: 18--9 / Advantages: 23 / Powers: 42 + 34 / Defenses: 10 (154)

-Solar Man replaces the usual "Fire Guy" this time around, though really, it's identical in everything but name- his stage is full of fire spouters, lava pits, fire elementals, birds that shoot fire, etc., and he has a big flaming ball on his head. Nothing really memorable about him. On Easy Mode, he has to absorb your shots to power a maximum Solar Blaze, but this is the Hard Mode version, who always has it fully-charged. Pretty much a high powered Penetrating Blast, though the version you get is pretty swell, blowing up and splitting left and right, killing two enemies at once.

Bestows the:
"Solar Blaze" Blast 9 (Feats: Indirect) (Extras: Area- 30ft. Line, Penetrating) [28]

Image

PUMP MAN (Mega Man 10)
PL 10 (161)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

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 9, Startle

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

Swimming 4 [4]
"Water Shield" Both Powers Linked
Force Field 4 (Extras: Impervious 11) (Flaws: Ablative) [11]
Water Aura 6 (24) -- [25]
  • AE: "Shield Toss" Blast 9 (Feats: Homing)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Water Aura +10 (+6 Damage, DC 21)
Shield Toss +10 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Thunder Wool)- Sheep Man's Thunder Wool does extra damage to Pump Man.

Total: Abilities: 36 / Skills: 18--9 / Advantages: 24 / Powers: 42 + 40 / Defenses: 10 (161)

-Pump Man kinda sucks. Okay, his power- another Shield effect- is cool, but his design is terrible. He's a pump with arms and legs. Really. Nonetheless, his level rocks, looking like some kinda Pipe Zone like in Mario Bros., but with water spouts that can mess up your jumps, making things terribly difficult. Once you get his power, it's one of the better Shield effects out there, giving you the bonus hits, a Blast Alt-Effect, and an Aura of damaging power that makes you pretty hard to kill. The field is Ablative, though, so the more hits you take, the weaker its defensive power gets.

Bestows the:
"Water Shield" Both Powers Linked
Force Field 2 (Extras: Impervious 6) (Flaws: Ablative) [6]
Water Aura 4 (16) -- [17]
  • AE: "Shield Spiral" Damage 8 (Extras: Area- 30ft. Burst) (16)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Chill Man & Nitro Man

Post by Jabroniville »

Image

CHILL MAN (Mega Man 10)
PL 10 (154)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Photography) 4 (+6)
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 8, Startle

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

Movement 1 (Sure-Footed) [2]
Snare 10 (30) -- [32]
  • AE: "Chill Spike" Blast 8 (Extras: Area- 30ft. Burst) (Diminished Range -2) (22)
  • AE: Create Ice Objects 9 (Extras: Independent) (27)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Chill Spike +9 (+8 Ranged Damage, DC 23)
Snare +9 (+10 Ranged Affliction, DC 20)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Solar Blaze)- Solar Man's Solar Blaze does extra damage to Chill Man.

Total: Abilities: 36 / Skills: 22--11 / Advantages: 23 / Powers: 42 + 34 / Defenses: 10 (154)

-Because otherwise the game just wouldn't be complete- it's Mega Man 10's resident "Ice Guy"- Chill Man! He actually looks better than most of them (who've gotten some of the WORST designs possible in every game. Think about it: Ice Man was the suckiest guy in 1, Blizzard Man in 6, Frost Man was pretty bad, Cold Man was the worst boss in 8. Only Freeze Man has subverted this so far), being a super-villain-quality guy in a snazzy jumpsuit and a Mr. Freeze helmet. Nice stuff. His attacks are kinda mediocre though, as he just makes these spiky things that attach themselves to walls and the floor, creating obstacles for you. He can also freeze you solid or just blast you with it, though, so don't underestimate him.

Bestows the:
"Chill Spike"
Snare 8 (24) -- [26]
  • AE: Blast 8 (Extras: Area- 30ft. Burst) (Diminished Range -2) (22)
  • AE: Create Ice Objects 7 (Extras: Independent) (21)
Image

NITRO MAN (Mega Man 10)
PL 10 (154)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Stunt Bot) 6 (+6)
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 8, Startle

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

Speed 3 [3]
"Wheel Cutter" Blast 9 (Feats: Homing 3) (Extras: Multiattack) [30]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Chill Spike +9 (+8 Ranged Damage, DC 23)
Snare +9 (+10 Ranged Affliction, DC 20)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Chill Spike)- Chill Man's Chill Spike does extra damage to Nitro Man.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 24 / Powers: 42 + 33 / Defenses: 10 (154)

-Finishing up all the Robot Masters is Nitro Man, a motorcycle-themed boss from Mega Man 10. Sorta like Turbo Man but actually designed like the creator knew what he was doing, Nitro Man blitzes around his stage, tossing out tons of Wheel Cutters, annoying bouncing blades that can start tracking along the level's surface (up walls, etc.), then spring off to try to hit you AGAIN after missing the first couple times. A Multiattack effect with Homing on it? Nasty, nasty stuff. His raw speed (and associated Feats) make him a pretty expensive boss compared to most of the others. The variant you get is more or less a simple Tracking Line effect.

Bestows the:
"Wheel Cutter" Damage 8 (Extras: Area- 30ft. Line) [16]
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

So Man Called True, who'd been following my Mega Man builds till the end (he didn't have the Virtual Console, so had nothing to add on MM 9 & 10), had nothing else to say. I don't recall him being on my thread after that point- one of many people just passing through, and why I'm glad I have recurring people in my thread these days :).

Next up: one final build (edit: by which I mean TWO final builds, because I forgot the "Other Bosses" :)), and then my summation of each game's Bosses, and my list of Power Levels, points-costs, and weapons costs!
Last edited by Jabroniville on Fri Sep 15, 2017 7:11 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Other Bosses

Post by Jabroniville »

Image
Image

GENERIC OTHER BOSSES
PL 9 (114)
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]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +8

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

Complications:
Weakness (Other Boss's Attack)- The Robot Masters are incredibly weak against at least one other attack- usually one captured from another defeated boss.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 21 / Powers: 40 / Defenses: 14 (114)

-Here are baseline stats for a handful of Mini-Bosses that pop up during the games.

FAKE MAN- PL 9 (135): Blast 6 (Accurate 2, Multiattack), AE: "Tornados" Blast 8 (Feats: Indirect- From Below) (Extras: Multiattack) (Flaws: Unreliable -2- One Use) [21]
-Fake Man is a fake police robot that's the boss of the Special Stage of Mega Man 9. He fires out rapid-fire Tornados, then spends the rest of the bout jumping around trying to blast you. He has to reload every six shots, leaving him open. The Jewel Satellite is his weakness, as it can both reflect his bullets back at him, and does extra damage on impact (he has enough health that you'll have to do both simultaneously, however).

DARK MAN 1- PL 9 (141): Blast 8 (Accurate, Multiattack), "Treads" Movement 1 (Slithering) [27]
-There are four Dark Men in Mega Man 5. The first has tire treads instead of legs, and attacks at increasing speeds as he takes more damage. His weakness is the Water Wave, which can negate his shots.

DARK MAN 2- PL 10 (143): Blast 8 (Accurate, Multiattack), "Electro-Magnetic Barrier" Enhanced Defenses 2 [29]
-The second creates barriers around himself, and you have to time your shots just right. The Crystal Eye will go through them.

DARK MAN 3- PL 9 (140): Blast 8 (Accurate, Multiattack), AE: Affliction 8 (Toughness; Dazed & Vulnerable/Stunned & Defesneless/Incapacitated) (Ranged) [26]
-Dark Man 3 shoots five plasma blasts and three rings that can paralyze Mega Man. He is weak against the Gyro Attack.

DARK MAN 4- PL 10 (143): Blast 8 (Accurate, Multiattack), "Electro-Magnetic Barrier" Enhanced Defenses 2 [29]
-Dark Man 4 impersonates Proto Man, and uses a combination of the other attacks.

DOC ROBOT- PL 10 (Variable): Mega Man 2 Boss Attacks.
-Doc Robot is a skeleton-looking robot that copies the movesets of each of the eight Robot Masters from Mega Man 2, but packing different weaknesses, and worse defenses (because his "Hit Box" is larger than regular Robot Masters).

MEGA MAN: THE WILY WARS:
-This was a game that came out for the Sega Genesis- a remake of the first three Mega Man games, proving to be the first appearance of the Blue Bomber on a Sega system, which was a shocker at the time (back then, System Exclusives were MUCH more common). It featured three villains collectively called "The Genesis Unit".

BUSTER ROD-G- PL 10 (142): Strength-Damage +3 (Improved Critical, Reach 4, Penetrating 4), AE: Deflect 12 (Easily Removable), Illusion 2, Blaster 6 (Accurate, Multiattack) [28]
-Buster here used a long spear-like object, and is based off of Sun Wukong, the Monkey King.

MEGA WATER S- PL 10 (139): Harpoon Blast 8 (Accurate), "Water Cannon" Move Object 7 (Away Only), Force Field 2, Swimming 4, E. Adaptation- Aquatic [25]
-Mega Water S is based off of the Kappa, creatures of Japanese mythology (a similar name appears in the Mario games, based off of the same thing). He is weak to the Ice Slasher & Hyper Bomb.

HYPER STORM H- PL 10 (156): Blast 6 (Accurate), "Vortex" Move Object 7 (Towards Only, Cone Area), Growth 4 [39]
-Hyper Storm H is HUGE- twice as big as any other Robot Master, and packing TWO Health Bars!
Last edited by Jabroniville on Sun Sep 04, 2022 5:57 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Dr. Wily

Post by Jabroniville »

ImageImageImage

DOCTOR WILY
Role:
The Final Boss, Recurring Villain, Evil German Bastard
PL 12 (109)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 2 PRESENCE 2

Skills:
Deception 8 (+8)
Expertise (Science) 8 (+16)
Perception 4 (+6)
Technology 10 (+18)
Vehicles 6 (+10)

Advantages:
Equipment 20 (Gigantic, Massive, Four-Level at-least Base of Doom), Equipment 15 (Wily Super-Machine), Ranged Attack 6, Taunt

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +4 (DC 14), Toughness +0, Fortitude +2, Will +5

Complications:
Motivation (Ruling the World)
Enemy (Doctor Light)
Enemy (Mega Man)

Total: Abilities: 32 / Skills: 36--18 / Advantages: 42 / Powers: 0 / Defenses: 17 (109)

-May as well throw in the evil German (okay, in the cartoon, but it just fits, y'know?) bastard known as Doctor Wily in here. Honestly, I'm not that big a fan of the guy, as he's 100% cackling "I'll show them all!" stereotype, and he got WAY overused in the series. By the third game, it was officially tired and they were throwing in Red Herrings like Dr. Cossack or Dr. X or whatever, but it was always revealed to be Wily in the end. Kind of a running gag I guess, but I'd have liked a more threatening final opponent, sorta like the still-overused Sigma was in the Mega Man X games.

-This Dr. Wily represents his typical form. Over forty points of Advantages spent on his gigantic labyrinthine base (among the hardest final levels in all of video games sometimes- especially Part 2 and its ludicrous Room of Lasers that you HAVE TO DIE IN in order to pass, the GutsDozer and his Alien Form), tons of Minions to fill it with, and his Super-Machine, usually a gigantic flying device that has tons of firepower and hard toughness. He's a total pushover in combat by himself (PL 2-4 defensively), but the accuracy of his weapons is devastating- usually Blast 12-14- Multiattack, and tons of Protection. Be prepared for a fight with Wily.
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Woodclaw
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Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by Woodclaw »

Scots Dragon wrote: Fri Sep 15, 2017 2:44 am
Thorpocalypse wrote: Fri Sep 15, 2017 2:37 am
Scots Dragon wrote: Fri Sep 15, 2017 2:24 am

I kinda like the jacket look personally, especially with shorter jackets a la Rogue and Superboy given that it's only a skip and a hop to metalhead and punk rock fashions and I'm all over those scenes like a bad rash. I sort of count longer jackets along the Gambit and Midnighter mould to be more or less their own thing.
I do love the trench coat look that Constantine and others pull off, but like Ares' says, it's getting a bit overused. When I finally get around to making my comics, my hero will have a Member's Only Jacket and stone washed jeans, like a real hero should. :)

Because really, it's all about the JACKET. 8-)
I give the look to precisely one of my own original characters because I do agree that it can indeed be overused and doesn't fit every character. The one I give it to is kind of a half-way clone of the Jenny Sparks type heroine (and a half-way clone of Magneto, complete with his powerset, leaning a bit on 'Magneto was right'), and thus sort of has to wear a leather jacket.
Since I'm sucker for trenchcoats in RL, it should be no surprise that I tend to like a lot when a character can pull that look off.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Jab's Builds! (Dr. Light! Proto Man! Bass! Mega Man 9 & 10!)

Post by KorokoMystia »

Wily may be pretty generic, but he was pretty amusing in the cartoon (I always love hammy villains. Another amusing fact is that since Scott McNeil voiced both Wily and Proto Man, he was talking to himself for a majority of the time.) Giving him a German accent made sense, considering he appears to be based visually on Einstein. (And his first name is Albert.)
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Re: Jab's Builds! (Dr. Light! Proto Man! Bass! Mega Man 9 & 10!)

Post by Jabroniville »

Just for funsies, here's my list ranking my favourite Robot Masters from every Mega Man game, largely in terms of how cool they looked and how awesome their names were:
Mega Man 1:
1) Elec Man
2) Cut Man
3) Fire Man
4) Guts Man
5) Bomb Man
6) Ice Man

(An alright, but very basic, first step. Most of these guys look horribly plain even one or two editions later, but Cut & Guts Man are both all-time classics that keep showing up again and again for a reason. Elec Man's still the best-looking)

Mega Man 2:
1) Air Man
2) Metal Man
3) Crash Man
4) Quick Man
5) Wood Man
6) Flash Man
7) Bubble Man
8) Heat Man

(A bit of a step up, with a few awesome ones, a few generic ones [Crash & Flash Man], and a couple silly-looking guys- especially Heat & Bubble Man. This game's more popular for it's stage music, difficulty and Wily Level than for most of the Robot Masters, though the first four are really good)

Mega Man 3:
1) Snake Man
2) Shadow Man
3) Gemini Man
4) Hard Man
5) Needle Man
6) Magnet Man
7) Spark Man
8) Top Man

(This one has the awesome Snake & Shadow Man, followed by a legion of mediocre bosses, though they don't start outright sucking until Magnet Man. Top Man's just the worst, however)

Mega Man 4:
1) Pharaoh Man
2) Skull Man
3) Ring Man
4) Dust Man
5) Drill Man
6) Dive Man
7) Bright Man
8) Toad Man

(Arguably the best in terms of bosses of ALL the Mega Man games, which is weird. Pharaoh & Skull Man could top any list, Ring Man is surprisingly cool, and even down to Drill Man you don't get any boring ones)

Mega Man 5:
1) Wave Man
2) Star Man
3) Crystal Man
4) Napalm Man
5) Stone Man
6) Gravity Man
7) Gyro Man
8) Charge Man

(Wave Man proves you CAN have a cool-looking water-themed Boss, and most of these guys look good until you get to Gravity Man at the bottom. They're getting more mediocre across the board, and Charge Man is the worst boss yet)

Mega Man 6:
1) Yamato Man
2) Knight Man
3) Centaur Man
4) Plant Man
5) Flame Man
6) Wind Man
7) Tomahawk Man
8) Blizzard Man

(Suddenly we get a big step up! Yamato through Centaur Man are GREAT designs, Plant Man is surprisingly cool, but the rest are either meh, rip-offs, or unbelievably terrible like the last two)

Mega Man 7:
1) Slash Man
2) Shade Man
3) Freeze Man
4) Burst Man
5) Junk Man
6) Turbo Man
7) Cloud Man
8) Spring Man

(Oddly, the SECOND the graphics got increased, the Master designs got crappier. Slash Man is the ONLY one that's worthy of any top lists, period, and the rest are awkward or just plain AWFUL. Some of them got big without looking tough like Junk Man, and others are dorky like Cloud & Spring Man)

Mega Man 8:
1) Search Man
2) Astro Man
3) Tengu Man
4) Sword Man
5) Clown Man
6) Frost Man
7) Grenade Man
8) Aqua Man

(Meh across the board for this one, though the designs stepped up with PS-X graphics by giving us some BIG bosses and a few unique ones. Despite looking less cool than before, their powers are 100% unique this time around, leading to some brand-new powers seeing play in the Mega-verse)

Mega Man & Bass:
1) Magic Man
2) Astro Man
3) Pirate Man
4) Ground Man
5) Tengu Man
6) Dynamo Man
7) Burner Man
8) Cold Man

(A bit of a step up, though only Magic Man is really cool- it even copies two other Robot Masters from Pt.8 to save time & space! Most of the designs are pretty boring here as well)

Mega Man 9:
1) Galaxy Man
2) Splash Woman
3) Plug Man
4) Magma Man
5) Hornet Man
6) Concrete Man
7) Tornado Man
8) Jewel Man

(Suddenly, the graphics get a thousand times worse, but the bosses improve. There's no major superstar Robot Masters here, but even the worst of these guys- Jewel Man- is better than 50% of the Robot Masters of most other games, so this is a pretty big jump in quality. Having an actual female boss is inventive as hell, and Galaxy Man stands out in a way that few others do. Most of these guys have fancy new attacks, some of which are really hard to figure out.

Mega Man 10:
1) Sheep Man
2) Blade Man
3) Nitro Man
4) Commando Man
5) Chill Man
6) Solar Man
7) Strike Man
8) Pump Man

(Not as strong as last incarnation, most of these guys are rather silly. Amazingly, SHEEP MAN is the coolest and most original- he looks cool, has unique, awesome powers, and is overall totally on his own level. Blade & Nitro Man are both cool, a few guys are meh- Chill Man loses points for bad attacks, but is one of the best Ice Guy designs- and Pump Man is the only really sucky one)

Mega Man 11:
1) Impact Man
2) Fuse Man
3) Blast Man
4) Gorch Man
5) Bounce Man
6) Acid Man
7) Block Man
8) Tundra Man

(Actually a really good crop in this version of the game)


Forgot to add on these: My Top Ten Mega Man Villain Lists:

The Ten Best Mega Man Robot Masters:
1) Pharaoh Man
2) Skull Man
3) Snake Man
4) Yamato Man
5) Knight Man
6) Magic Man
7) Shadow Man
8) Air Man
9) Sheep Man
10) Wave Man

(this is mostly in design, rather than how they fought, as the more-interesting later designs often had better fighting patterns- though an equal number just faltered the second you figured them out. Most of the originals were just too plain to make the Top Ten)

The Top Ten Worst Mega Man Robot Masters:
1) Charge Man
2) Heat Man
3) Spring Man
4) Ice Man
5) Cold Man
6) Top Man
7) Blizzard Man
8) Aqua Man
9) Pump Man
10) Bubble Man

(lots of bad designs in this series, as at least one boss per game was obviously just thrown in their at the last minute with minimal design work. Pt. 2 is ironically one of the worst offenders with Heat & Bubble Man, but Charge Man the Living Train is probably the worst. The "Ice Guy" curse is well in hand, with three of them on the list, as well as three "Water Guys", as those tend to be just as bad unless they're Wave Man. Spring Man & Top Man suck as well)
Last edited by Jabroniville on Sat Mar 09, 2019 8:42 pm, edited 1 time in total.
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Re: Jab's Builds! (Dr. Light! Proto Man! Bass! Mega Man 9 & 10!)

Post by Jabroniville »

And that's it! That's all for the Mega Man builds! Transferring more than 80 builds from 2nd Edition to 3e is not as fun as it sounds, let me tell you... :). Quicker than re-watching all the YouTube videos in any case, but I TOTALLY could have gotten away with being lazy and Template-ing it, if not for the large bios I'd given for each Robot Master.
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Rise of the Imperfects

Post by Jabroniville »

Image
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MARVEL NEMESIS- RISE OF THE IMPERFECTS:
-Few games were released to quite as much disgust as Rise of the Imperfects- it was really a double-whammy. Not only was the game poorly made, but it was coming directly on the heels of the incredibly-beloved Marvel (vs) Capcom series, which means that people would have hated it even if it was good. It was basically like when The Batman came out after Batman: The Animated Series was cancelled- it had no chance in hell. That the game actually SUCKED made it worse.

The basic plot is pretty simple- a bunch of popular Marvel characters (Venom, Wolverine, Iron Man, Spider-Man, etc.) are sent against a bunch of characters created by Electronic Arts (the whole vs. concept really only worked when ALL of the characters were famous, so this was ultra-dumb- it was basically Marvel's Best against some FanFic OCs). Aliens are invading and empowering people. Combat was quite simple in order to put an emphasis on freely moving about the battlefield (where you can even pick up and throw things)- though it's clearly a Fighting Game, it honestly seems more like an Action or Beat 'Em Up game that just happens to involve one-on-one battles. Seriously, most Fighters don't involve tearing around a large battlefield, and put a huge emphasis on Movement-based moves. Among the major complaints from gamers was that the computer spammed out projectile attacks, the Story Mode was weak (basically just guys running around fighting each other for no rhyme or reason), and the AI being too tough. Most reviews averaged out to a score just over 50%, so it was BAD.

The 2005 release came alongside a 6-issue miniseries written by Greg Pak. All of the people who READ the book, LIKED it- I spoke with both of them myself. Said to be canonical characters, the fact that the Imperfects owned by EA makes it extremely unlikely we'll ever see them again- they've effectly been ROM'd out of existence. Which is too bad- reading the Wikipedia bios actually reveals the characters to be pretty decent overall- their origins and power concepts are very solid- they would have made fine mid-tier Rookie Characters.

The moves themselves seem rather "simple"- basically Blast, Other Blast and Different Kind of Blast. Also, the game places a large emphasis on breadth of strength- certain guys can pick up certain kinds of objects- Spider-Man-level guys can pick up and throw cars, while other guys can throw ANYTHING. As such, I will be statting these characters as if they were regular super-people, NOT under "Fighting Game Rules" (ie. low-end damage boosts, Anti-Airs, etc.).


The Roster:
Marvel Originals:
Elektra
Human Torch
Iron Man
Magneto
Spider-Man
Storm
The Thing
Venom
Wolverine
(note: Not statting these ones out- I ALREADY build them!)

The Imperfects:
Brigade (a whole army unit combined into one guy)
Fault Zone
Hazmat (Scientist Turned Freak)
Johnny Ohm (Electrically-powered criminal)
Niles Van Roekel (Final Boss- Mad Scientist)
Paragon (the real "Main Character")
Solara (Human Torch wannabe)
The Wink (Magician girl)

* I find the roster interesting, in that the heroes chosen are a mix of "typical" and "atypical" for the genre- only three X-People, a few Main Eventers (Spidey, Wolverine), but no Doom, Thanos, Ultron, etc.- big-name villains are absent beyond Magneto. And the use of the Torch and Thing is definitely different- any other game would use the Hulk instead of Ben.
Last edited by Jabroniville on Wed Jun 15, 2022 8:52 pm, edited 3 times in total.
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Re: Jab's Builds! (Dr. Light! Proto Man! Bass! Mega Man 9 & 10!)

Post by KorokoMystia »

There's actually a sort of sub-genre of fighting games where you run and jump around on the playing field, using various objects and weapons to help you, all based on Capcom's Power Stone. (which I don't think anyone has statted, either. The main gimmick of that game is that the characters start off as average joes with no powers, but when they pick up three "Power Stones", they can transform into their powered up form, anime/Sentai style.)
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