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

Where in all of your character write ups will go.
Jabroniville
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Post by Jabroniville »

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 »

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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The Robot Master Formerly Known As Fuse Man

Post by KorokoMystia »

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Art by KarakatoDzo.
Boom Man (formerly 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

Boom 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.

Boom Man (formerly Fuse Man, renamed after the official Fuse Man's debut in Mega Man 11 - He also got a recolour from blue to grey to diffentriate him from Pulse Man due to their similar looks.) 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.
Last edited by KorokoMystia on Tue Apr 12, 2022 1:32 am, edited 6 times in total.
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KorokoMystia
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Charade Man

Post by KorokoMystia »

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Art by KarakatoDzo.
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.
Last edited by KorokoMystia on Tue Apr 12, 2022 1:32 am, edited 1 time in total.
Jabroniville
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Re: Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Post by Jabroniville »

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 »

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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KorokoMystia
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The Nuclear Family

Post by KorokoMystia »

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THE NUCLEAR FAMILY:
This insane Jobber group debuted in the first issue of The Outsiders after the name change. Based on a traditional "nuclear family" (yes, the name is a double pun), particularly one from the 1950s, they are all robots created by Dr. Shanner, modeled on his own family (and his younger self) after he lost them due to nuclear research gone wrong. Sent to blow up a nuclear plant. they ended up fighting the Outsiders, eventually being destroyed. Each one has powers based on the stages of a nuclear explosion (Oddly, the Brat and the Dog share the same powers.) Amazingly, despite their creator's death, they were rebuilt for the rather pointless Battle For Bludhaven story arc, featuring tons of superfluous characters and resurrections of goofy concepts like the Force of July, the Atomic Knights, and the Nuclear Family. They have not been seen in the comics since then, but despite only appearing twice in comics, appeared in an episode of Justice League Action! (minus the Dog.) Since they're robots, they all have high Strength and Toughness, as well as powerful nuclear-based abilities but not many Skills. Most of them should be around PL 8, with Mom and Dad hitting PL 9.
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KorokoMystia
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The Grip

Post by KorokoMystia »

I probably won't be doing any more builds, at least for now, but these guys deserved some notes (but not much more than that: read below!)

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Image

I shit you not: These are the ONLY pages these idiots appear in, in the entirety of Marvel Comics!

THE GRIP:

These guys..might be some of the worst Jobbers ever, to the point that even statting them is basically impossible without going into "Blind Build" territory!

Appearing in one of the stories in Marvel Comics Presents #41, they are antagonists to Freedom Force. Working for a drug dealer, "Senor Muerte" (no, not that one: He's the pale-faced guy in the picture, and despite his name and appearance, doesn't seem to have any powers), they're basically Powersuit Goons, and immediately job to Blob without even getting to do anything!

Seriously, they appear in only TWO PAGES, and we don't even get a proper introduction what each one can do! They just show up, Blob crashes their jeep, and on the next page that we see them, they're being grappled by Blob and being unable to do anything, and are defeated in the same panel! (Blob knocks Windmill, Sprint, and Vice's heads together, while Pyro uses his flame-controlling power on Napalm's flamethrower, causing a burst of flame that presumably kills Napalm and Uzi) That's just..really pathetic. It's probably because the comic had like three/four different stories in it and they just didn't have enough pages, but..yeah.

As said, they don't show off their powers, and only some of them get to say what they can do, so building them would almost entirely be speculation. Even PL 6 might be too much for them! Though if I had to place them, they'd likely be around that level: The same as the espeically crappy jobbers like the New Enforcers and the other Power-Tools.
The Roster: (Their exosuits all presumably give them enhanced strength and durability, too)
WINDMILL: Wears a white exosuit with what looks like a windmill-shaped turbine on his back. Presumably he can generate winds to fly, but it's never shown. Presumed Powers: Wind-based Flight, maybe Tornado Blasts/Area Damage

NAPALM: His exosuit has flamethrower arms. Presumed Powers: Flamethrower:Area Flame Damage.

UZI: His exosuit has machine gun arms. Presumed Powers: Multiattack Ballistic Blast (Split)

VICE: Has a vice grip to crush his opponents, but doesn't actually get to use it. Presumed Powers: Grab-Based Damage, Enhanced Strength (Limited to Grappling Checks)

SPRINT: The guy in yellow. His name suggests super-speed, but again, it isn't shown, since he's just shown trying to punch the Blob repeatedly and failing to damage him. Presumed Powers: Super-Speed, Speed-Assisted Punches
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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: THE WALL!

Post by KorokoMystia »

It's been a loong time since I've felt like posting any builds, but I just had to do this one:

Image
Image

The wall, the wall, the wall
No man on earth can make it fall!


See the Wall's glory here!

The Wall (Joshua Wallace Waldemeyer) - PL 8 (82)
Created by: Tom Whedon (yes, Joss Whedon's father)
First Appearance: "Spidey Up Against The Wall" (1974-75) (tv), Spidey Super Stories #8 (February 25, 1975) (comics)
Role:Ludicrous Jobber

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

Advantages
Improved Critical: Slam

Skills
Intimidation 4 (+4), Perception 2 (+2)

Powers
Hide Among Walls: Enhanced Trait 4 (Traits: Stealth +8 (+10); Limited: Only works when hiding among walls)
Living Wall: Immunity 32 (Fortitude Effects, Uncommon Descriptor: Own Slam Damage)
One Wall You'll Never Crawl: Protection 10 (+10 Toughness; Impervious)

Offense
Initiative +2
Grab, +6 (DC Spec 18)
Throw, +0 (DC 23)
Unarmed, +6 (DC 23)

Complications
Disability (No Hands)
Predjudice (Living Wall): He looks like a wall with a face and legs. No one can take him seriously, and he'll stick out in any crowd.

Languages
Native Language

Defense
Dodge 4, Parry 6, Fortitude Immune, Toughness 10, Will 3

Power Points
Abilities 22 + Powers 54 + Advantages 1 + Skills 3 (6 ranks) + Defenses 5 = 85


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This incredible goof is from the "Spidey Super Stories", shorts that were created for The Electric Company TV show that were then adapted into comic form. The Wall was once a "happy high school student" named Joshua, with the ludicrous origin that a wall he was helping to build collapsed on him and turned him into a sentient wall. He disrupts a New York Mets baseball game that Spider-Man is watching, showcasing toughness enough that Spidey simply bounces off him. He's easily webbed up, but then they're both thrown out of the ballpark by the umpire (played by Morgan Freeman!), as the rules state that no spectators, or walls, are allowed on the field during play, leaving both of them to sit outside and simply wonder who won.

-The Wall is surprisingly nimble considering his state, but still, is pretty much a joke. He's an obstacle (heh) purely because of his toughness and relative strength (being hit by a wall is no joke), but if you can push him over? There's not much he can do about that. And any powerhouses above Spidey's level like Ben Grimm or Colossus will easily take him apart. And Spidey's webbing rendered him pretty helpless.
Last edited by KorokoMystia on Tue Apr 12, 2022 5:30 am, edited 3 times in total.
Jabroniville
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Re: Koroko/Mystia's M&M 3e builds: THE WALL!

Post by Jabroniville »

Oh man I can't believe I never commented on The Grip before. That seems weird- I must've been busy or commented on Discord only or something. I really don't know what the heck their point was- Marvel Comics Presents typically uses guys like that as "1-3 issue threats" to pad for time in that series.

The Wall is pretty nutty. I've never seen The Electric Company before, but the shorts seem pretty wild. Cheap costumes, randomly doing comic art (cheaply-drawn!) for the between bits and action sequences, and more! I like how Spidey just wraps him in a "web" and drags him off- The Wall can't even use his patented Slam attack!

Thanks for specifying Tom Whedon's relationship with Joss- I was gonna ask about that.
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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: THE WALL!

Post by KorokoMystia »

Jabroniville wrote: Tue Apr 12, 2022 2:20 am Oh man I can't believe I never commented on The Grip before. That seems weird- I must've been busy or commented on Discord only or something. I really don't know what the heck their point was- Marvel Comics Presents typically uses guys like that as "1-3 issue threats" to pad for time in that series.

The Wall is pretty nutty. I've never seen The Electric Company before, but the shorts seem pretty wild. Cheap costumes, randomly doing comic art (cheaply-drawn!) for the between bits and action sequences, and more! I like how Spidey just wraps him in a "web" and drags him off- The Wall can't even use his patented Slam attack!

Thanks for specifying Tom Whedon's relationship with Joss- I was gonna ask about that.
Yeah, The Grip are pretty baffling still. As I said, they're pretty much textbook examples of "Notes only, no build" guys, since they don't get a chance to do anything.

And I'd never seen The Electric Company either, but it is pretty wild. I think, if I go through with this build set, The Wall is going to be the most formidable out of all the guys I post, lol, since Spidey couldn't beat him in a straight fight, only with his webbing.
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Davies
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Re: Koroko/Mystia's M&M 3e builds: THE WALL!

Post by Davies »

I watched this show (well, reruns of this show) quite a bit as a kid, and the shorts were ... really more bewildering than anything else. Even by then I knew that Spidey keeps up a constant stream of banter, and yet the version of him on the show was completely silent with everything narrated.

Spidey Super Stories is COMPLETELY INSANE, on the other hand.
"I'm sorry. I love you. I'm not sorry I love you."
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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: THE WALL, Dr. Fright

Post by KorokoMystia »

Image
Image

Dr. Fright's Electric Company skit

Dr. Fright - PL 8

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 2

Skills
Athletics 2 (+3), Expertise: Criminal 4 (+4), Intimidation 8 (+8)

Powers
Horrifying Visage: Cumulative Perception Area Affliction 8 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Perception Area: DC 18 - Vision, Cumulative, Increased Duration 2: sustained) (Descriptor: Fear)

Offense
Initiative +2
Grab, +4 (DC Spec 11)
Horrifying Visage: Cumulative Perception Area Affliction 8 (DC Will 18)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)

Complications
Motivation: Greed: Dr. Fright mostly uses his power for petty theft and inconveniencing people.
Dr. Fright never pays!

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 3, Toughness 2, Will 1

Power Points
Abilities 22 + Powers 40 + Advantages 2 + Skills 7 (14 ranks) + Defenses 4 = 75


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Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
Last edited by KorokoMystia on Tue Apr 12, 2022 7:43 am, edited 3 times in total.
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OwOMotaros
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Re: Koroko/Mystia's M&M 3e builds: THE WALL!

Post by OwOMotaros »

There goes that creepy bastard, I can hear the spite in his voice. I just love how stupid all these guys are.
Jabroniville
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Re: Koroko/Mystia's M&M 3e builds: THE WALL!

Post by Jabroniville »

It's funny because while the artists are clearly barely trying, they're actually managing to make likenesses of the Electric Company cast (which includes Rita Moreno).

The childish dialogue (which rings kind of like the "And that's terrible" stuff from when Lex Luthor stole a bunch of pies) really makes all the comics. "I want a paper! But I'm not going to PAY for it!" is just so matter of fact and stupidly villainous that I love it.
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