Jab's Builds! (Hugo! Abigail! Ed! Kolin! Menat! MC2-Verse!)

Where in all of your character write ups will go.
Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

Frost Man & Aqua Man

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

Image

FROST MAN (Mega Man 8)
PL 10 (131)
STRENGTH
10 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Athletics 6 (+12)
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 10 [10]

"Sliding Ice Punch" Strength-Damage +1 (Feats: Reach 2, Improved Critical) Linked to Snare 8 (Flaws: Touch Range) (20) -- [21]
  • AE: "Ice Wave" Damage 10 (Extras: Area- 30ft. Line) (Flaws: Limited to Grounded Targets) (10)
Offense:
Unarmed +8 (+10 Damage, DC 25)
Ice Punch +8 (+11 Damage, DC 26)
Ice Wave +10 Area (+10 Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Flash Bomb)- Flash Man's Flash Bomb does extra damage to Frost Man.

Total: Abilities: 26 / Skills: 16--8 / Advantages: 22 / Powers: 42 + 21 / Defenses: 12 (131)

-Frost Man's yet ANOTHER addition to the ranks of "Ice-themed enemies" in the Megaverse, though at least they went a totally different route with him. He's a Guts Man-styled simpleton who talks like an imbecile and stomps around with lunging attacks, which makes him a VERY cheap Robot Master, as all he can really do is chuck his stage's ice floes at you, make an Ice Wave, or do his sliding punch towards you. A pretty tough boss, using an INSANELY long stage full of ice stretches, platforms and a bit with snowboards. The Ice Wave itself is like a combo of Ice Punch & Wave from the boss, as you can fire out a grounded Blast (Limited in that targets that fly or make a Reflex save can avoid it entirely) that can also freeze things temporarily. 

Bestows the:
"Ice Wave" Damage 9 (Extras: Area- 30ft. Line) (Flaws: Limited to Grounded Targets) Linked to Snare 8 (Extras: Area- 30ft. Line) (Flaws: Touch Range, Limited to Grounded Targets) [25]

Image

AQUA MAN (Mega Man 8)
PL 10 (151)
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, Power Attack, Ranged Attack 7, Startle

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

Swimming 5 [5]
 "Water Balloon" Blast 9 (Feats: Accurate) (Extras: Multiattack) (28) -- [31]
  • AE: "Moving Line" Damage 9 (Extras: Area- 30ft. Shapeable) (18)
  • AE: "Water Splash" Blast 9 (Extras: Area- 30ft. Burst) (18)
  • AE: "Water Column" Blast 9 (Extras: Area- 30ft. Cylinder) (18)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Water Balloon +10 (+9 Ranged Damage, DC 24)
Area Attacks +9 (+9 Damage, DC 24)
Initiative +8

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

Complications:
Vulnerable (Astro Crush)- Astro Man's Astro Crush does extra damage to Aqua Man.
Power Loss (Requires Recharge of Water)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 36 / Defenses: 10 (151)

-Aqua Man (no relation to a certain butt monkey of pop culture) is another silly one- a childlike villain who has a water spout on his arm, sucking water into his portly body and blasting it out in a variety of shapes, making him kind of a pain. But still, yet another water guy in a series full of them, and he's rather silly as a design. Notable for having one of the most annoying voices in history- Mega Man 8 had PAINFULLY bad voice acting, to be sure.

Bestows the:
"Water Balloon" Blast 7 (Extras: Multiattack) [21]
Last edited by Jabroniville on Wed Sep 13, 2017 6:19 am, edited 1 time in total.

User avatar
KorokoMystia
Posts: 406
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 » Wed Sep 13, 2017 1:10 am

MM8 is also where Duo debuted. It's weird, they were clearly attempting to push him as a big new character, but then he only appears in two more games after his debut.

Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

Astro Man & Search Man

Post by Jabroniville » Wed Sep 13, 2017 3:55 am

Image

ASTRO MAN (Mega Man 8)
PL 10 (150)
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, Power Attack, Ranged Attack 7, Startle

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

"Astro Crush" Blast 10 (Extras: Area- 30ft. Burst) (30) -- [31]
  • AE: "Saturn Blast" Blast 9 (Feats: Accurate, Improved Critical) (20)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Saturn Blast +10 (+9 Ranged Damage, DC 24)
Astro Crush +10 Area (+10 Ranged Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Homing Sniper)- Search Man's Homing Sniper does extra damage to Astro Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 31 / Defenses: 10 (150)

-Astro Man's got a cool concept, name and power, but the execution of the design is a little off. He floats around his stage, whacking you with Sidekick Orbs that can block your shots (Interpose and high toughness), and calls down a METEOR SHOWER (Burst Area, because it can only hit you once, unlike a Multiattack) as a main attack. But he looks kinda like a big goofy bowling pin, and just has a couple attacks. Capcom sure liked him, as he showed up again in Mega Man & Bass, which is a huge rarity for this series. You gain a pretty incredible power by defeating him, though- as Astro Crush is another Burst Area effect.

Bestows the:
"Astro Crush" Blast 9 (Extras: Area- 30ft. Burst) [27]

FLOATING BALLS
PL 9 (49)
STRENGTH
-3 STAMINA -- AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
None

Advantages: 
Close Attack 4, Interpose, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Bash" Damage 6 [6]
Flight 4 (30 mph) [8]
Protection 10 [10]
Immunity 30 (Fortitude Effects) [30]
"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [9]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

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

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

Total: Abilities: -20 / Skills: 00--0 / Advantages: 6 / Powers: 63 / Defenses: 0 (49)


Image

SEARCH MAN (Mega Man 8)
PL 10 (148)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (History) 4 (+4)
Intimidation 4 (+4)
Perception 5 (+4)
Stealth 4 (+8)
Technology 3 (+3)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 7, Startle

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

Movement 1 (Environmental Adaptation- Jungle) [2]
"Homing Sniper" Blast 9 (Feats: Improved Critical, Accurate, Homing 5, Ricochet) (26) -- [28]
  • AE: "Bouncing Grenade" Blast 9 (Feats: Accurate, Ricochet 4) (23)
  • AE: "Multi-Missiles" Blast 8 (Feats: Improved Critical) (Extras: Multiattack) (25)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Blasts +10 (+8-9 Ranged Damage, DC 23-24)
Initiative +8

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

Complications:
Vulnerable (Flame Sword)- Flame Man's Flame Sword does extra damage to Search Man.
Power Loss (Requires Recharge of Water)

Total: Abilities: 30 / Skills: 28--14 / Advantages: 22 / Powers: 42 + 30 / Defenses: 10 (148)

-Search Man's quite unique, in that he has two heads (though that doesn't really affect other than make him semi-brain-dead and confused all the time, dropping his Awareness down), and actually hides about his stage, revealing decoys or empty hedges, while leaping out and opening fire with Missiles, both Homing, Bouncing, and Autofiring. So he's kind of a Heavy-Fire kind of boss. Pretty easily noticed stuff, though, so you can just hack away in melee with the Flame Sword, and he's done. The Homing Sniper's one of the more original Robot Master Weapons thus far- instead of just ricocheting back or anything, it actually HUNTS DOWN characters, blasting them with an Accurate, Homing attack. 

Bestows the:
"Homing Sniper" Blast 7 (Feats: Homing 4, Ricochet, Accurate) [20]
Last edited by Jabroniville on Wed Sep 13, 2017 6:22 am, edited 3 times in total.

Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

Sword Man & Clown Man

Post by Jabroniville » Wed Sep 13, 2017 3:56 am

Image

SWORD MAN (Mega Man 8)
PL 10 (143)
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, Power Attack, Ranged Attack 7, Startle, Takedown 2

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

Features 1: Separates Torso From Legs [1]
"Fire Slash" Strength-Damage +3 (Feats: Improved Critical 2) (Extras: Multiattack 10, Penetrating 8) (23) -- [24]
  • AE: "Flame Sword" Strength-Damage +3 (Feats: Improved Critical, Reach 3) (7)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Fire Flash/Flame Sowrd +10 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Water Balloon)- Aqua Man's Water Balloon does extra damage to Sword Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 24 / Powers: 42 + 25 / Defenses: 11 (143)

-Man, the voice acting in this game sucks. Every boss sounds dumb. Even the relatively cool Sword Man here just sounds like some dude off the street trying to sound noble. This guy throws down with a powerful Sword that can righteously mess up alot of powers- once you get it, the ultra-rare Melee Attack power of Mega Man is tested, and you can do a pretty penny of damage with it. He lives in an Aztec-themed stage for no apparent reason, and is using an ancient sword that wasn't built by Wily or anything- the thing can't really be disarmed, as it's attached to his arm, so I didn't make it a Device. And lo and behold- another new Robot Master Power use! Anatomic Separation, among the rarest of them all! Though it's not to much effect- his torso just comes off for some of his attacks. 

Bestows the:
"Flame Sword" Damage 10 (Feats: Improved Critical 2) (Extras: Penetrating 8) [20]

Image

SCREEEEEEEEEEEEEAAAAAAAAAAAAAMMMMMMMMMMM

CLOWN MAN (Mega Man 8)
PL 10 (138)
STRENGTH
5 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 7, Startle, Takedown 2

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

Movement 2 (Swinging 2) [4]

"Ball Form" (Move Action) [-1]
Elongation 4 (Flaws: Limbs Only) [2]
Electric Aura 6 (23) -- [25]
  • AE: "Thunder Claw" Strength-Damage +4 (Feats: Improved Critical, Reach 5) (10)
  • AE: "Ball Ram" Strength-Damage +2 (Feats: Improved Critical) (3)
Offense:
Unarmed +10 (+5 Damage, DC 20)
Ball Ram +10 (+7 Damage, DC 22)
Thunder Claw +10 (+9 Damage, DC 24)
Initiative +8

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

Complications:
Vulnerable (Tornado Hold)- Tengu Man's Tornado Hold does extra damage to Clown Man.

Total: Abilities: 28 / Skills: 18--9 / Advantages: 24 / Powers: 40 + 30 / Defenses: 7 (138)

-Clown Man, aside from inspiring mortal pants-pooping terror in anyone with any sanity, is a very small, quick-moving Robot Master (unusual for the past few games, which have been taking tremendous advantage of the SNES & PS-X's respective running powers and graphical capabilities), using long limbs to strike out at Mega Man, in addition to forming a super-powered Electric Ball Form every once in a while (Fades is added to explain why he wouldn't just use that attack all the time).

Bestows the:
"Thunder Claw" Blast 8 (16) -- [17]
  • AE: Movement 1 (Swinging) (2)
Last edited by Jabroniville on Wed Sep 13, 2017 6:23 am, edited 1 time in total.

Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville » Wed Sep 13, 2017 5:43 am

Heh- just had this conversation with bsdigitalq about my "Dog Pound" idea being somewhat popular in my OC-verse thread: I was joking about how a casual idea I had ended up with a few people asking to see that elaborated upon some more, and I commented on how artists always have this issue- their sketches getting more love than their finished work; people liking B-sides more than the "hits" (the Illustrated History of Hip-Hop has a scene like that, where a guy riffing on something to fill space on the tape ends up getting the most attention on his record); stuff like that.

So BSDQ points out that Len Wein expected Colossus to be the most popular, breakout character of the X-Men. Because he was the coolest-looking (and really, HE WAS). And while Pete is popular, it was Wolverine who was the breakaway hit, and Storm & Nightcrawler are both probably more popular than Colossus (there ain't no Colossus Limited Series out there). He joked that "we'd be talking about Colossus Publicity instead of Wolverine Publicity", and I immediately began thinking of how different comics would be if it had worked out that way:

* 500 Wizard Magazine covers featuring Colossus

* "Colossus Month" at Marvel Comics, where he appears on every cover.

* Fanboys hating on Colossus because he's now upgraded to beating the Hulk, simply because he's more popular.

* Colossus joining half a dozen teams a month, including two X-Men teams and the Avengers.

* Image Comics launching with every book having one metal guy with corded metallic plating all over his body






Wait, that one actually happened.

* Fanboys complaining "Ugh, I liked comics better before every team had to have an Eastern European guy with a metal body who was kind-hearted and did everything he was told."

The historical implications are STAGGERING.

Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville » Wed Sep 13, 2017 5:53 am

L-Space wrote:
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.
Funny thing about the series is, I have no memories of playing it as a child. I rented a lot of stuff, but I don't think the Mega Man series was available, despite me being obsessed with the color thing. I know I saw my best friend Paul play it as a kid, which is why I dug it so much.

It was Mega Man X that I played when it came out, though I never even played the sequels, despite having an SNES and access to rental stores. Just never got around to it. I only ever played the original games on the PlayStation collections, in fact! And of course, they whupped my ass. The trickiest thing about X will be the PLs- with the original series, the Bosses would DESTROY you, and the levels were insane. X was a lot easier- I was no serious gamer, but I could beat many of the levels, and even got to the Final Level one time.

Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

Grenade Man & Tengu Man

Post by Jabroniville » Wed Sep 13, 2017 6:26 am

Image

GRENADE MAN (Mega Man 8)
PL 11 (140)
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, Power Attack, Ranged Attack 7, Startle

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

Speed 2 (8 mph) [2]
"Flash Bomb" Blast 11 (Extras: Area- 30ft. Burst) (Diminished Range -2) (31) -- [32]
  • AE: "Multi-Bomb" Blast 9 (Feats: Accurate) (Extras: Multiattack)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Flash Bomb +11 Area (+11 Ranged Damage, DC 26)
Multi-Bomb +10 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Thunder Claw)- The Thunder Claw does extra damage to Grenade Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 42 + 34 / Defenses: 11 (140)

-Grenade Man's another in the line of "Bomb Guys", though really, I think the series deserves it after the unexpected wall of new concepts we've seen thus far. He likes to blow stuff up, and even take damage from his own blasts (!), with either a mega-Blast or a small series of them (or he just dashes around the room). Very much a 'standard' boss, just with a high power output. His stage is a toughie, though heavily pattern-based- once he gets down to a certain health level, he knocks you down to the basement, where there are dips in the floor. Any decent platform fan knows that non-level floors = pain in the frickin' arse to dodge stuff.

Bestows the:
"Flash Bomb" Blast 9 (Extras: Area- 30ft. Burst) (Diminished Range -2) [25]

Image

TENGU MAN (Mega Man 8)
PL 10 (149)
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, Power Attack, Move-By Action, Ranged Attack 7, Startle

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

Flight 4 (30 mph) [8]
"Tengu Man's Wrist Thingie" (Flaws: Easily Removable) [34]
"Tornado Hold" Snare 10 (Extras: Area- 30ft. Cylinder) Linked to Blast 5 (Extras: Area- 30ft. Cylinder) (55) -- (56 points)
  • AE: "Kamaitachi" Blast 10 (Feats: Accurate, Improved Critical 2) (23)
  • AE: "Tengu Blade" Blast 10 (Feats: Accurate, Ricochet 3) (24)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Flash Bomb +11 Area (+11 Ranged Damage, DC 26)
Multi-Bomb +10 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +4

Complications:
Vulnerable (Ice Wave & Spread Drill)- These two weapons do extra damage to Tengu Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 23 / Powers: 42 + 42 / Defenses: 11 (149)

-Tengu Man's another pricey bastard, thanks to a really effective Device on his wrist, his Flight, and his reliance on overrunning Mega Man in his level. He likes to Snare and Blast you (both are linked or separate depending on the attack he uses), whip you off ledges, and just plain old charge you at times, but he's all pattern based, and unlike the Robot Masters of yore, he always calls out his attacks ahead of time, always giving him a "tell". Handy stuff to know. He's also unique in showing up in Mega Man & Bass (why this guy gets dual appearances in big MM games and guys like Pharaoh Man & Cut Man only do it in side-stories & hand-held stuff I have no idea) using a Tengu Blade instead as a thrown weapon, so I included both options here. Unfortunately, you can't just Tornado Hold out there like Tengu Man can, but then it'd be way too expensive. So it gets the Touch Range Flaw applied to Area effects.

Bestows the:
"Tornado Hold" Snare 8 (Extras: Area- 30ft. Cylinder) (Flaws: Touch Range) Linked to Damage 4 (Extras: Area- 30ft. Cylinder) (32) -- [33]
  • AE: Leaping 4 (120 feet)
"Tengu Blade" Blast 9 (Feats: Ricochet 3) [21]

Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville » Wed Sep 13, 2017 6:35 am

huh- my Proto Man was all sorts of messy (wrong math on the latter version, the "Buster Charge" not accounted for, a Buster charged twice (I left on the prior build's, PLUS threw one into the Alt-Effects), so I edited him a bit.

Jabroniville
Posts: 4047
Joined: Fri Nov 04, 2016 8:05 pm

Bass & Treble

Post by Jabroniville » Wed Sep 13, 2017 8:07 am

ImageImage

BASS
PL 9-10 (152)
STRENGTH
1 STAMINA -- AGILITY 6
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 5 (+10)
Deception 5 (+5)
Intimidation 7 (+7)
Perception 4 (+4)
Technology 5 (+7)

Advantages:
Accurate Attack, All-Out Attack, Defensive Attack, Daze (Intimidation), Improved Aim, Power Attack, Ranged Attack 10, Taunt, Uncanny Dodge

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
"Air Dash & Double-Jump" Leaping 2 (30 feet) [2]
Speed 1 (4 mph) [1]

"Robot Master Weapons"
Summon Minion 6 (Treble) (Extras: Heroic +2, Controlled) (30) -- [39]
  • AE: 8 Robot Master Weapons (maximum 30 points)
  • AE: "Buster" Blast 4 (Extras: Multiattack)
Offense:
Unarmed +8 (+0 Damage, DC 15)
Buster +12 (+4 Ranged Damage, DC 19)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +6, Fortitude --, Will +5

Complications:
Motivation (Being the Strongest)

Total: Abilities: 28 / Skills: 26--13 / Advantages: 18 / Powers: 78 / Defenses: 15 (152)

-Bass is a late-90s introduction into the Mega Man mythos, having about as much depth as a goldfish bowl and the attitude of a Shonen Manga character. Basically he's just "I want to be the strongest! I must be the strongest! I want to defeat everyone to prove I am the strongest!" Y'know, that kind of one-note personality so prevalent in that genre. I mean, I get the overall conceit of wanting to be the best, but it gets kinda redundant after a while, y'know?

-So Bass is sorta like Mega Man, but different in a few ways, mostly in how they play. He's MUCH faster, and has special jumps that make a lot of stages much easier. But his blaster is weak compared to the Mega Buster, though it fires at an INSANE rate, doing about as much damage as quickly, but he can NOT charge it. He can summon Treble like Mega does Rush, and it has mostly the same capabilities. He's a bit more of a tool, and it took a bit of effort in 2e to get him up to a balanced PL 10 (150) because of the lack of people skills, but not only did he make it, but he actually comes out to nearly the same amount in 3rd Edition! Note that, like Mega Man, he needs Robot Master weapons to equal his full Power Level.

Image

TREBLE
PL 8 (86)
STRENGTH
3 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -1

Skills:
Insight 3 (+4)
Intimidation 7 (+6)
Perception 4 (+5)

Advantages:
Fast Grab, Improved Trip

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Leaping 4 (Extras: Affects Others Only +0) [4]
Swimming 3 [3]
Flight 4 (30 mph) [8]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude --, Will +5

Complications:
Relationship (Bass)

Total: Abilities: 14 / Skills: 14--7 / Advantages: 2 / Powers: 51 / Defenses: 12 (86)
Last edited by Jabroniville on Thu Sep 14, 2017 3:24 am, edited 2 times in total.

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

Post by Arkrite » Wed Sep 13, 2017 1:33 pm

Jabroniville wrote:
Wed Sep 13, 2017 5:53 am
It was Mega Man X that I played when it came out, though I never even played the sequels, despite having an SNES and access to rental stores. Just never got around to it. I only ever played the original games on the PlayStation collections, in fact! And of course, they whupped my ass. The trickiest thing about X will be the PLs- with the original series, the Bosses would DESTROY you, and the levels were insane. X was a lot easier- I was no serious gamer, but I could beat many of the levels, and even got to the Final Level one time.
I owned X and it was just way more fun to play than any of the Megaman games that I played before it. But it was also a lot easier because I could also beat a good number of the bosses.

Heck, it's the only Megaman game I beat. I realized I'd never beaten any of the Megaman games and sat down one weekend until I had actually beat it.
The bad part? I can't tell you anything about how the game actually ended ;~)

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

Post by Ken » Wed Sep 13, 2017 4:59 pm

And when Meghan Trainor tried playing Mega Man, she was decided it was all about Bass, no Treble.
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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

Post by Jabroniville » Wed Sep 13, 2017 5:35 pm

Man Called True said:
The Power Fighters actually gave Bass a little more depth - he wants to be the strongest compared to the Robot Masters. Unlike Mega Man, who was essentially it as far as Light's robots went, he has a small army of robot "siblings" to compete against, and that eats at him. In his ending, Wily taunts him by informing him he's finally built a robot that Bass can't defeat, an idea Bass scoffs at.

That robot is Zero.

I love Grenade Man. He's a friggin' masochist. (His death quote is "THAT FELT GOOD!") Tengu Man, meanwhile, is notable for having different music between the Saturn and Playstation versions of MM8 for some reason.

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Mega Man & Bass

Post by Jabroniville » Wed Sep 13, 2017 5:57 pm

MEGA MAN AND BASS:
And now it's time for Mega Man and Bass! A little odd, it came out significantly after Mega Man 8, which was for the PS-X & Saturn, yet THIS one was for the Super Nintendo! Essentially a dead man walking by that time, the SNES version never saw American release, and instead there was a Game Boy Advance version & Emulators and crap for it. This was a new concept, allowing you to play as sometimes-adversary Bass for the first time. He played a bit differently than Mega Man, but got mostly the same stuff when he beat bosses. The Robot Masters are an interesting mix of boring, weak and inventive this time around, using the theories behind the Pt. 8 guys (more than one attack type, multiple patterns, etc.), but on a weaker system. Some of them REALLY suck, though, and most went on to little fame or fortune.

Note that Astro Man & Tengu Man return for this game, meaning there's only six additional bosses.

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King

Post by Jabroniville » Wed Sep 13, 2017 6:10 pm

Image

KING (Mega Man & Bass)
PL 10 (175)
STRENGTH
8 STAMINA -- AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+12)
Intimidation 4 (+7)
Perception 3 (+6)
Technology 3 (+5)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base, Axe +1), Improved Critical (Blasts, Axe) 2, 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 10 [10]

"Shield" (Flaws: Easily Removable) [12]
Deflect 10 (Extras: Reflection) (20 points)

"Bouncing Beam" Blast 8 (Feats: Ricochet 4, Homing 5) (25) -- [26]
AE: "X-Beam" Damage 8 (Extras: Area- 30ft. Line) (16)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Axe +10 (+9 Damage, DC 24)
Bouncing Beam +12 (+8 Ranged Damage, DC 23)
X-Beam +8 Area (+8 Damage, DC 23)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +7

Complications:
Vulnerable (Lightning Bolt)- The Lightning Bolt does extra damage to King.

Total: Abilities: 54 / Skills: 14--7 / Advantages: 24 / Powers: 42 + 38 / Defenses: 10 (175)

-King is a large robot built by Dr. Wily, and is the Sub-Boss of Mega Man & Bass. His shield deflects all of your attacks back at you, but Proto Man arrives and destroys the shield with a "Big Bang Strike", making the fight fair. He breaks out of his brainwashing, however, necessitating Dr. Wily amping it back up, putting King in a giant Mech that Mega Man or Bass then have to fight. The base is wrecked and about to explode, and King is thought-killed, only to give a friendly message later, implying his survival. King is more elite than many Bosses, and his Shield is a remarkable Device, but is quickly lost.

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

Post by KorokoMystia » Wed Sep 13, 2017 6:39 pm

I like King, and I'm glad you statted him. He's quite unique, and has a decent variety of attacks. Very few robot masters use handheld devices, and that's technically a downside because it can be disarmed. Even though he's still ultimately a pawn for Wily, it makes a change to fight someone else for a bit. (The X series uses this a LOT.) And in the Wonderswan game, Wily isn't fought at all!

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