Koroko/Mystia's M&M 3e builds: Spidey Super Stories:THE WALL!

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Fatman, King Tut, Ride-Player, Captain Marvel (MF Enterprises)

Post by KorokoMystia »

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Bananaman (aka Mr. Peel) - PL 7

Strength 5, Stamina 5, Agility 4, Dexterity 2, Fighting 7, Intellect 1, Awareness 1, Presence 1

Advantages
All-out Attack, Extraordinary Effort, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 7

Skills
Acrobatics 4 (+8), Athletics 6 (+11), Close Combat: Unarmed 2 (+9), Close Combat: Wrestling Moves: Strength-based Damage 1 1 (+8), Expertise: Choujin 5 (+6), Perception 4 (+5)

Powers
Banana Peel: Affliction 5 (1st degree: Hindered, 2nd degree: Prone, DC 15; Alternate Resistance (Dodge), Reach (ranged) 2: 10 ft.; Limited Degree)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Power-Lifting: Enhanced Strength 3 (+3 STR; Limited to Lifting)
Wrestling Moves: Strength-based Damage 1 (DC 21; Grab-based)

Offense
Initiative +8
Banana Peel: Affliction 5, +9 (DC Dog/Fort/Will 15)
Grab, +9 (DC Spec 15)
Throw, +9 (DC 20)
Unarmed, +9 (DC 20)
Wrestling Moves: Strength-based Damage 1, +8 (DC 21)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 5, Will 4

Power Points
Abilities 52 + Powers 11 + Advantages 15 + Skills 11 (22 ranks) + Defenses 9 = 98

So, here's something different..Kinnikuman builds! (Or "M.U.S.C.L.E." as Mattel's toyline based on it was known. Kinnikuman Nisei, the sequel series, was known as "ultimate Muscle" in the west.) To help explain: "Choujin" basically means superhuman, or superhero. These builds will be fighting/wrestling game-styled, akin to the various Kinnikuman video games, so their strength will be fighting game level (but higher than normal, and with Power-Lifting and Improved Hold to indicate just how strong they are. These are definitely superhumans)

Bananaman ("Mr. Peel" in the dub, Ultimate Muscle) is a a banana-themed chojin from Taiwan, who competed in the Chojin Olympics and lost in the qualifiying rounds. He's totally unremarkable, aside from his signature move, "Banana Peel", being a trip. Also he was turned into a Jamaican in the dub.
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Ken
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Re: Koroko/Mystia's M&M 3e builds: Fatman, King Tut, Ride-Player, Captain Marvel (MF Enterprises)

Post by Ken »

KorokoMystia wrote: Thu Jul 27, 2017 10:30 pm Image
The placement of the banana stem on his costume is just nasty.
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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Fatman, King Tut, Ride-Player, Captain Marvel (MF Enterprises)

Post by KorokoMystia »

Ken wrote: Thu Jul 27, 2017 11:17 pm
KorokoMystia wrote: Thu Jul 27, 2017 10:30 pm Image
The placement of the banana stem on his costume is just nasty.
Wow, I..did not notice that.
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Re: Koroko/Mystia's M&M 3e builds: Ride-Player, Captain Marvel (MF Enterprises), Kinnikuman Builds

Post by Jabroniville »

Funnily enough, ClayFighter's Nanaman is ALSO a Jamaican.
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Re: Koroko/Mystia's M&M 3e builds: Ride-Player, Captain Marvel (MF Enterprises), Kinnikuman Builds

Post by Jabroniville »

OK, home now- I can comment a bit more.

Kinnikuman is funny, because it's one of the absolute major progenitors of the entire "Shonen Manga" genre, and many of the famous aspects of it (Special Moves, etc.) come directly from Kinnikuman, which itself comes directly from pro wrestling, which was treated as a serious business in Japan for years, even back then. So a lot of the modern Shonen tropes people see are in fact, entirely derived from pro wrestling.

It's funny watching stuff so common in puroresu (their term for it), like Escalating Finishers and Self-Doubt As Finishers Don't Work: the current New Japan tournament is featuring their Ace, Okada, doubting the power of his Lariat finisher, because it's suddenly not able to beat guys in one hit anymore- this could lead to either an elaborate "Upgrade" to it, a NEW Murderdeathkill finisher- like how All Japan did for years with ITS guys, or him training further and using FIGHTING SPIRIT to make it a finisher once more.

Also funny is that my Battle Beast fandom resulted in me checking out the www.littlerubberguys.com website, which seems primarily devoted to MUSCLE figures, the trading of which has become big business for obsessive nerds. As the figures are largely obscure, ultra-rare, and frequently pop up on ebay in entirely new iterations that even the super-collectors haven't seen before, they're like a microcosm of how weird toy collecting has become. Guys have literally paid more than NINE HUNDRED DOLLARS for a single-color figurine the 2/3 size of my pinkie, only because it was never seen anywhere before! Collectors even "play it smart" by grabbing up a dozen of the rarities, putting them up on eBay one at a time, months apart, to keep the costs sky-high.
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Re: Koroko/Mystia's M&M 3e builds: Ride-Player, Captain Marvel (MF Enterprises), Kinnikuman Builds

Post by Ken »

Damn. I'm going to have to check around the folks place and with my brother to see if we still have any of these M.U.S.C.L.E. guys.
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Quake Woman

Post by KorokoMystia »

To keep in theme with Jab's Mega Man builds, I'm going to do a couple, too, since he's given me permission to use his Robot Master Template.

Image
Fanart by M Sipher.
Quake Woman (Tempo) - PL 10

Strength 6, Stamina -, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 2, Presence 2

Advantages
All-out Attack, Defensive Attack, Improved Critical 2: Drill Strike, Improved Critical 2: Quake Drill, Improved Initiative, Power Attack, Ranged Attack 6, Startle

Skills
Athletics 6 (+12), Close Combat: Unarmed 2 (+10), Expertise: Geological Surveillance 7 (+8), Intimidation 3 (+5), Perception 3 (+5), Technology 3 (+4)

Powers
Burrowing: Burrowing 6 (Speed: 4 miles/hour, 60 feet/round)
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Protection: Protection 8 (+8 Toughness)
Quake Drill
. . Drill Strike: Strength-based Damage 3 (DC 24, Advantages: Improved Critical 2; Penetrating 8)
. . Ground Tremor: Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Custom: Resisted by Athletics; Limited: Grounded Targets Only, Limited Degree)

Offense
Initiative +8
Drill Strike: Strength-based Damage 3, +10 (DC 24)
Grab, +8 (DC Spec 16)
Ground Tremor: Burst Area Affliction 8 (DC Fort 18)
Throw, +8 (DC 21)
Unarmed, +10 (DC 21)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 8, Will 6

Power Points
Abilities 40 + Powers 60 + Advantages 13 + Skills 12 (24 ranks) + Defenses 12 = 137

Quake Woman (who is only the second female Robot Master in the series!) hails from the Archie Mega Man comic, and is built by a new lady scientist created for the comic, Dr. Lalinde. Her specialty is digging using her Quake Drill. She wasn't built for combat, but her drill can deliver quite the punch if she gets in close, and she can also do the "Ground Tremor" trick with it, similar to Guts & Hard Man. When Mega Man uses her weapon, he can do the same stuff.
Last edited by KorokoMystia on Tue Apr 12, 2022 1:39 am, edited 2 times in total.
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman

Post by Jabroniville »

Neat! Could Mega Man copy powers by touch in that comic?
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman

Post by KorokoMystia »

Jabroniville wrote: Tue Sep 12, 2017 10:35 pm Neat! Could Mega Man copy powers by touch in that comic?
Yeah,he could. I probably could've mentioned her to you when I was bringing up the other characters, but I didn't know if you wanted to delve into the comic stuff. Well, in the Archie Comics, there's only two new robot masters (Quake Woman and Honey Woman), and a bunch of non-canon joke characters. In the Dreamwave comic, there were three new Robot Masters: Express Man ( Kinda like Quickman, fast and with a wrist-mounted projectile.), Barrage Man (A huge flying guy with an ion blaster), and Multi Man (he makes a bunch of duplicates jump out of his body like a nesting doll).
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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Alien (MM2)

Post by KorokoMystia »

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Alien (MM2) - PL 11

Strength 10, Stamina -, Agility 5, Dexterity 2, Fighting 8, Intellect -, Awareness 0, Presence -

Advantages
All-out Attack, Ranged Attack 6, Startle

Skills
Close Combat: Unarmed 2 (+10), Intimidation 6 (+6)

Powers
Blaster: Damage 6 (DC 21; Accurate 2: +4, Increased Range: ranged, Multiattack)
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Immunity to Fortitude Effects
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Protection: Protection 12 (+12 Toughness)

Offense
Initiative +5
Blaster: Damage 6, +12 (DC 21)
Grab, +8 (DC Spec 20)
Throw, +8 (DC 25)
Unarmed, +10 (DC 25)

Complications
Weakness (Bubble Lead)
Weakness (Hologram Generator): The Alien is actually a small object being disguised by a holographic generator. Destroying the holographic generator will dispel it.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 12, Will Immune

Power Points
Abilities 20 + Powers 102 + Advantages 8 + Skills 4 (8 ranks) + Defenses 11 = 145

The Alien is the final boss of Mega Man 2. It's interesting, in that when you get to it, Wily appears to jump out of his saucer and transform into it..but when you beat it, it's revealed to just be a small flying object disguised by a hologram. How that tiny thing managed to be so strong is a mystery.
Basically, all it does is fly around in a figure-eight pattern and shoot at you, but it does a TON of damage on contact, and in the game, is immune to all weapons except the Bubble Lead, which even then does little damage, which is why its toughness is so high. This was insidous: If you ran out of Bubble Lead energy, you'd have to get a game over to refill your weapon energy! The Bubble Lead's short range does not help at all.
If you want it to be game-accurate, if you're feeling really evil, toss is an Immunity 80 (Toughness Effects) (Flaws: Not Against Bubble Lead).
It's PL 10 on contact damage, PL 11 defensively. The blast is weaker.
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman

Post by Woodclaw »

While the name is pretty damn terrible (a constant of Mega Man characters for me), Quake Woman is a nice variation on the classic design style of the series.
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman

Post by Jabroniville »

Yeah, the Alien Boss is a funny one in the series- the Mega Man Rap just goes "What the F*CK- you're an alien??" It's rather brilliant to make the horrible Bubble Lead (when ELSE are you gonna use that?) the Only Thing That Works against this final boss, though. He's so hard to hit otherwise, and of course nothing else can even hurt him. Very, very sneaky. But then, Mega Man 2 is considered by far the hardest of the Mega Man games to finish.
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Shock Man

Post by KorokoMystia »

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Art by KarakatoDzo.
Shock Man - PL 10

Strength 6, Stamina -, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Defensive Attack, Equipment 10, Improved Initiative, Power Attack, Ranged Attack 6, Startle

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

Powers
Extending Hand Attack: Strength-based Damage 3 (DC 24; Reach (melee) 5: 25 ft.)
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Protection: Protection 8 (+8 Toughness)
Shock Gauntlet: Line Area Damage 9 (DC 24; Line Area: 5 feet wide by 30 feet long, DC 19)
. . Shock Orb: Damage 8 (Alternate; DC 23; Accurate: +2, Increased Range: ranged)
Shocks Electric Floors: Feature 1

Equipment
"Nintendo Hard" Base 50

Offense
Initiative +8
Extending Hand Attack: Strength-based Damage 3, +10 (DC 24)
Grab, +8 (DC Spec 16)
Shock Gauntlet: Line Area Damage 9 (DC 24)
Shock Orb: Damage 8, +10 (DC 23)
Throw, +8 (DC 21)
Unarmed, +10 (DC 21)

Complications
Vulnerable (Circuit Breaker): Circuit Man's Circuit Breaker will do extra damage to Shock Man.
Vulnerable (Wheel Cutter): Nitro Man's Wheel Cutter will do extra damage to Shock Man.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 8, Will 4

Power Points
Abilities 30 + Powers 68 + Advantages 21 + Skills 9 (18 ranks) + Defenses 12 = 140

Shock Man was the lead robot at Monsteropolis' main hydroelectric plant and served to temporarily bridge circuits that needed repair. He is capable of conducting and producing shocks of extremely high voltage, which made him incredibly dangerous in his rogue state. After his manufacturers repaired his defects, he was sent back to work; though, many humans that worked alongside him became uneasy when he returned. Ever since, he has longed to pursue other lines of work, or simply be scrapped, since he now lacks human friends and no longer enjoys his job.

Shock Man is the intro stage boss of the fangame Mega Man Rock Force, and also serves as one of the eight (initial) bosses. He can stretch his arms like Spring Man, as well as channel electric currents through them and use his weapon, the Shock Gauntlet, which is basically a Line Attack. He can also throw electric orbs. Additionally, each time he lands from a jump, the conductive floor of the arena will be electrified briefly, forcing you to jump to dodge it. Note that each Rock Force Robot Master has two weaknesses, because there are nine (!!) playable characters in this game.
Last edited by KorokoMystia on Tue Apr 12, 2022 1:33 am, edited 1 time in total.
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Re: Koroko/Mystia's M&M 3e builds: Circuit Man

Post by KorokoMystia »

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Art by KarakatoDzo.
Circuit Man - PL 10

Strength 9, Stamina -, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Defensive Attack, Equipment 10, Improved Initiative, Power Attack, Ranged Attack 6, Startle

Skills
Athletics 6 (+15), Close Combat: Unarmed 2 (+10), Expertise: Circuitry 8 (+8), Intimidation 4 (+4), Perception 3 (+3), Technology 5 (+5)

Powers
Circuit Breaker: Damage 9 (DC 24; Accurate: +2, Increased Range: ranged, Split: 2 targets)
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Protection: Protection 8 (+8 Toughness)

Equipment
"Nintendo Hard" Base 50

Offense
Initiative +8
Circuit Breaker: Damage 9, +10 (DC 24)
Grab, +8 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +10 (DC 24)

Complications
Vulnerable (Pulse Stopper): Pulse Man's Pulse Stopper will do extra damage to Circuit Man.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 8, Will 4

Power Points
Abilities 36 + Powers 60 + Advantages 21 + Skills 14 (28 ranks) + Defenses 12 = 143

Circuit Man is one of the earliest Robot Masters created outside of Light Labs and has worked for many years in a circuit manufacturing plant. His workplace creates many circuits intended for a series of larger machines, but recently these machines have begun going out of style. Circuit Man now fears that he may be scrapped soon once the demand for his specialty circuits completely diminishes. Despite his power to manufacture, lift, and destroy circuits, his older design is somewhat crude and exposing, making even minor electromagnetism a threat to his well being.

Circuit Man is another Rock Force boss. He's big and strong, and specialises in throwing big "Circuit Blocks" (+10 Ranged Damage), much like Guts Man.
He can fire his weapon, the Circuit Breaker, from both hands at once, and it is quite powerful.
Last edited by KorokoMystia on Tue Apr 12, 2022 1:33 am, edited 2 times in total.
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Crypt Man (Rock Force)

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Art by KarakatoDzo.
Crypt Man - PL 10

Strength 7, Stamina -, Agility 4, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 2

Advantages
All-out Attack, Defensive Attack, Equipment 10, Improved Initiative, Power Attack, Ranged Attack 6, Startle

Skills
Athletics 6 (+13), Close Combat: Unarmed 2 (+10), Intimidation 4 (+6), Perception 4 (+6), Persuasion 4 (+6), Stealth 4 (+8), Technology 3 (+5)

Powers
Crypt Cloak Shockwave: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18; Limited: User And Targets Must Be Grounded)
Crypt Cloak: Concealment 2 (Sense - Sight)
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Protection: Protection 8 (+8 Toughness)
Teleport: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Change Direction)

Equipment
"Nintendo Hard" Base 50

Offense
Initiative +8
Crypt Cloak Shockwave: Burst Area Damage 8 (DC 23)
Grab, +8 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +10 (DC 22)

Complications
Vulnerable (Photon Flare): Photon Man's Photon Flare will do extra damage to Crypt Man.

Languages
Native Language

Defense
Dodge 12, Parry 10, Fortitude Immune, Toughness 8, Will 4

Power Points
Abilities 44 + Powers 61 + Advantages 21 + Skills 14 (27 ranks) + Defenses 12 = 152

Crypt Man was created to repel graverobbers from the ancient tomb of a wealthy family. Visitors have noted that he seems to dislike the depressing atmosphere of his workplace and longs for a more uplifting purpose in life. His eloquence and nobility are well known, which is why he serves as main spokesman for the rebels. Despite this, he prefers to work in the shadows and hates when light sabotages his stealthiness. Since his recent refusal to work, the ancient tomb has become infested with many dangerous, thieving robots; though, many boobytraps are still active.

Crypt Man serves as the main voice of the robot rebels in Rock Force, so he has higher mental stats than a typical Robot Master. With his Crypt Cloak, he can teleport as well as create damaging shockwaves around him when he lands. The version he bestows to Mega Man makes him mostly-invisible and able to create shockwaves when he lands.
Last edited by KorokoMystia on Tue Apr 12, 2022 1:33 am, edited 2 times in total.
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