Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

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Jabroniville
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Post by Jabroniville » Wed Sep 13, 2017 9:49 pm

Neat! Never heard of this one. I like Crypt Man, though he's Skull Man Lite.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Post by KorokoMystia » Wed Sep 13, 2017 11:10 pm

Jabroniville wrote:
Wed Sep 13, 2017 9:49 pm
Neat! Never heard of this one. I like Crypt Man, though he's Skull Man Lite.
Yeah, Crypt Man is pretty cool. One thing I forgot to mention is that he tosses you an L-Tank before the fight starts.

Here's a video of the Robot Master boss fights.

Also, in this game, Mega Man has formed a team consisting of eight robots that weren't bulit by Wily (So, basically, ones from 1, 4, 6, 9 and 10). After the game was updated, you can actually play as each one after rescuing them!

I think the game's pretty good (for fan game standards anyway, because you have to wade through all the turds to get to the decent stuff), though it might go a bit too dark at times for the Classic series.

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KorokoMystia
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Fuse Man

Post by KorokoMystia » Wed Sep 13, 2017 11:26 pm

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Fuse Man - PL 10

Strength 8, 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 (+14), Close Combat: Unarmed 2 (+10), Expertise: Demolitions 8 (+8), Intimidation 4 (+4), Perception 3 (+3), Technology 3 (+3)

Powers
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Phantom Fuse: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Indirect: fixed point, directed away)
. . Dynamite Toss: Damage 8 (Alternate; DC 23; Accurate: +2, Increased Range: ranged)
Protection: Protection 8 (+8 Toughness)

Equipment
"Nintendo Hard" Base 50

Offense
Initiative +8
Dynamite Toss: Damage 8, +10 (DC 23)
Grab, +8 (DC Spec 18)
Phantom Fuse: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +10 (DC 23)

Complications
Vulnerable (Shock Gauntlet): Shock Man's Shock Gauntlet does extra damage to Fuse Man.

Languages
Native Language

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

Power Points
Abilities 34 + Powers 72 + Advantages 21 + Skills 13 (26 ranks) + Defenses 12 = 152

Fuse Man guards a demolitions depot somewhere in the deserts of Arizona. Occasionally, he is used to help with actual demolition works with his powerful Phantom Fuse. Though he was programmed as a bit of a macho man, many can sense a bit of an overcompensation with his neverending manly quotes and mentions of robot women. It's as though constantly working around explosive material has put him on edge, though he would never admit to it. The bomb fuse on his head is purely for aesthetic appeal, but the electronic fuses in his body can be easily disrupted by high voltage attacks.

Fuse Man is a pretty big guy, and is somewhat reminiscent of Bomb Man: He chucks dynamite, and his weapon, the Phantom Fuse, is basically a directed version of the Hyper Bomb, as it shoots a trailing fuse that he can direct, and then explode, so it gets Indirect. Mega Man, when he uses it, can control the direction it goes in after firing as well.

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KorokoMystia
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Charade Man

Post by KorokoMystia » Wed Sep 13, 2017 11:46 pm

Image
Charade Man - PL 9

Strength 7, Stamina -, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 2

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

Skills
Athletics 6 (+13), Close Combat: Unarmed 2 (+10), Expertise (PRE): Acting 6 (+8), Intimidation 4 (+6), Perception 3 (+3), Technology 3 (+3)

Powers
Attacks
. . Blast Ball
. . . . Blast Ball: Damage 8 (Linked; DC 23; Accurate: +2, Increased Range: ranged, Ricochet 4: 4 bounces)
. . . . Burst Shot: Burst Area Damage 5 (Linked; DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged)
. . Clone Ball
. . . . Clone Ball: Damage 8 (Linked; DC 23; Accurate: +2, Increased Range: ranged, Ricochet 4: 4 bounces)
. . . . Summon Charade Clone: Summon 6 (Linked; Active; Source: Must Be Shot)
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Perfect Imitation: Variable 3 (Action: move; Custom: Requires Extensive Studying Of Subject, Limited: Skills & Advantages He's Seen)
Protection: Protection 8 (+8 Toughness)

Equipment
"Nintendo Hard" Base 50

Offense
Initiative +8
Blast Ball: Damage 8, +10 (DC 23)
Burst Shot: Burst Area Damage 5 (DC 20)
Clone Ball: Damage 8, +10 (DC 23)
Grab, +8 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +10 (DC 22)

Complications
Weakness (Crypt Cloak)

Languages
Native Language

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

Power Points
Abilities 36 + Powers 95 + Advantages 22 + Skills 12 (24 ranks) + Defenses 12 = 177

Charade Man is an acting robot that can perfectly imitate the movements and mannerisms of those he studies. He is used to fill in for human actors that have fallen ill or are on temporary leave. He regrets that his creators only made him capable of mimicking other performers, rather than permitting him to add his own flare to the characters. He can only mimick the performances of people or robots he has studied thoroughly through visual cues.

Charade Man is pretty unique: He's an acting robot who specialises in mimicking others, so he gets a Echo/Taskmaster style Mimic trick. He also acts as his own stage's midbosses, mimicking the movement styles (but only their patterns, not their actual weapons) of old Robot Masters.
When you fight him as the stage boss, though, he's more like Magic Man, chucking balls that can either summon a clone of himself, or shoot out a burst of blasts. He also breaks the fourth wall a lot. The weapon he gives Mega Man is pretty unique: It summons a clone that you control (Mega Man can't move while controlling it), mostly to get through areas that has trouble with. It dissapears if it gets damaged, but no harm is done to Mega Man. When it reaches a safe place and disssapears, Mega Man teleports to that location.

Jabroniville
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Post by Jabroniville » Thu Sep 14, 2017 4:46 am

Yeah, that's a pretty neat power for Mega Man- essentially a Sacrifice Play.

Those Boss Battles though- Jebus. Some of those are INSANE. Not as bad as the ludicrous "Fan Made Mario" games out there, but pretty nuts. Especially the dynamite/homing laser combination.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Post by KorokoMystia » Thu Sep 14, 2017 2:27 pm

Jabroniville wrote:
Thu Sep 14, 2017 4:46 am
Yeah, that's a pretty neat power for Mega Man- essentially a Sacrifice Play.

Those Boss Battles though- Jebus. Some of those are INSANE. Not as bad as the ludicrous "Fan Made Mario" games out there, but pretty nuts. Especially the dynamite/homing laser combination.
Yeah, there's some pretty crazy stuff out there. Plus, the game is PACKED with content from the updates it's received over time.

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