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

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Drill Man & Bright Man

Post by Jabroniville »

Image

DRILL MAN (Mega Man 4)
PL 10 (152)
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 6, Startle

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

"Drill Bomb" Blast 10 (Extras: Area- 30ft. Burst) (Drawbacks: Reduced Range -1) [29]
Immunity 1 (Own Explosions) [1]
Movement 1 (Environmental Adaptation- Underground) [2]
Burrowing 6 [6]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Drill Bomb +10 Area (+10 Ranged Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Dive Missle)- Dive Man's Dive Missile does extra damage to Drill Man.
Disabled (No Hands)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 38 / Defenses: 12 (152)

-The last of the Mega Man 4 villains, Drill Man is part unique and part rip-off. He's got Crash Man's power, in addition to his own Burrowing ability, which is brand-new to the franchise. He vanishes under the ground, then pops back up, firing his Explosive power at you. He's also unique in having only a Minor Vulnerability to the Dive Missile- it barely takes off any health compared to most Robot Masters' weaknesses, where they're done in five-six hits flat most of the time. So you're actually brawling with this guy for a good while. Much like the Crash Bomber, the Drill Bomb is the "Barrier-Breaker" weapon, which can come in handy.

Bestows the:
"Drill Bomb" Blast 10 (Extras: Area- 30ft. Burst) (Drawbacks: Reduced Range -2) [28]
Immunity 1 (Own Explosions) [1]

Image

BRIGHT MAN (Mega Man 4)
PL 10 (154)
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]

"Blaster" Blast 6 [12]
"Flash Stopper" Affliction 10 (Speed; Dazed & Vulnerable/Defenseless & Stunned/Paralyzed) (Extras: Area- 30ft. Burst, Extra Condition) [30]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Flash Stopper +10 Area (+10 Affliction, DC 25)
Blaster +8 (+6 Ranged Damage, DC 21)
Initiative +8

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

Complications:
Vulnerable (Rain Flush)- Toad Man's Rain Flush does extra damage to Bright Man.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 42 / Defenses: 12 (154)

-Bright Man's essentially a huge copycat of Flash Man from Mega Man 2, stealing the "Time Freeze" power from him, allowing him to either weakly blast you, or just jump on top of you (this is pretty much unavoidable). His extra weapons and powers make him pretty tough an more expensive than the normal guy, but his predictable pattern renders him much easier. One of the worst designs of the first four games too, being a big fat red robot with a light bulb on his head. Not exactly great stuff from Capcom here, though he's still better than Ice Man & Heat Man. His weapon, the Flash Stopper, gives Mega Man a shorter-burst of the Flash than Flash Man's did, but it's Dynamic, allowing him the use of the Mega Buster on his now-helpless enemies, which is nice.

Bestows the:
"Flash Stopper" Affliction 10 (Speed; Dazed & Vulnerable/Defenseless & Stunned/Paralyzed) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited to 1-3 Rounds) [30]
Last edited by Jabroniville on Sun Sep 04, 2022 5:33 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Toad Man & Pharaoh Man

Post by Jabroniville »

Image

TOAD MAN (Mega Man 4)
PL 8 (142)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

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

"Rain Flush" Weaken Toughness 5 (Feats: Reach 2) (Extras: Area- 30ft. Burst, Affects Objects) Linked to Damage 5 (Feats: Reach 2) (Extras: Area- 30ft. Burst) [29]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Rain Flush +5 Area (+5 Damage & Weaken, DC 20 & 15)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Drill Bomb)- Drill Man's Drill Bomb does extra damage to Toad Man.

Total: Abilities: 32 / Skills: 24--12 / Advantages: 21 / Powers: 40 + 29 / Defenses: 8 (142)

-Yes, Toad Man is a full two PLs lower than the rest of the Robot Masters. This is because he sucks so hard- you can defeat him simply by standing, shooting, and sliding under him every time he jumps. No strategy and very little timing required- the AI is so broken he won't even use his screen-filling Rain Flush to do you in! Even TOP MAN looks down on this loser! It's too bad, because for such a silly-named guy (Japanese people love Toads thanks to some mythology in their culture) he actually looks kinda decent. His power is a low-level Disintegration-like effect effect (though in-game it's more of a Blast, I'm trying to shake things up here) all around him, making it unblockable (thus semi-cheesy), but less damaging than most boss attacks. Using it yourself is rather handy in a few areas (namely when tons of stuff is rolling around platforms), but mostly it's the worst boss weapon in the game.

Bestows the:
"Rain Flush" Weaken Toughness 5 (Feats: Reach 2) (Extras: Area- 30ft. Burst, Affects Objects) Linked to Damage 5 (Feats: Reach 2) (Extras: Area- 30ft. Burst) [29]

Image

PHARAOH MAN (Mega Man 4)
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 (+6)
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]

"Pharaoh Shot" Blast 9 (Feats: Accurate, Improved Critical 2) (Extras: Multiattack) [30]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Pharaoh Shot +10 (+9 Ranged Damage, DC 24)
Initiative +8

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

Complications:
Vulnerable (Flash Stopper)- Bright Man's Flash Stopper does extra damage to Pharoah Man.

Total: Abilities: 42 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 30 / Defenses: 12 (154)

-Pharaoh Man's actually a really cool design- he stands out as one of the cooler Robot Masters, based off of one of the weirder concepts (most guys to this point are based off of a specific THING). He's also one of the toughest Robots, requiring the Flash Stopper to keep him from just blitzing your ass with high-powered, hard to dodge Blasts, and to make him easier to hit. He's mentioned with some background material as leading a bunch of guys by himself, and being generally charismatic, making him a fairly costly boss character. 

-I forgot to mention the famous Pharaoh Man Is Awesome moment, where Mega Man does his "Copy the villain's powers" schtick, as he always did in the Ruby Spears cartoon, but unlike all the other villains (who panic at, or get knocked back by, the effect), Pharaoh Man just silently punches his Mega-ass out.

Bestows the:
"Pharaoh Shot" Blast 7 (Feats: Improved Critical 2) (16) -- [17]
  • AE: "Built-Up Pharaoh Shot" Blast 9 (Feats: Improved Critical 2) (Flaws: Requires One Round of Charging) (11)
Last edited by Jabroniville on Mon Sep 11, 2017 4:08 am, edited 3 times in total.
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KorokoMystia
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Joined: Fri Nov 11, 2016 8:42 pm

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

Post by KorokoMystia »

I do like the Cossack Robot Masters, particularly Pharaoh and Skull Man. Pharaoh mostly because of that moment from the cartoon where his reaction to having his power stolen is just to punch Mega Man. Skull, well, he's just got a cool design, and is a tough fight.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Ring Man & Dust Man

Post by Jabroniville »

Image

RING MAN (Mega Man 4)
PL 10 (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 6, Startle

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

"Ring Boomerang" Blast 9 (Feats: Accurate, Improved Critical 2, Ricochet 2, Homing 2) [26]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Ring Boomerang +10 (+9 Ranged Damage, DC 24)
Initiative +8

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

Complications:
Vulnerable (Pharaoh Shot)- Pharaoh Man's Pharaoh Shot does extra damage to Ring Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 26 / Defenses: 12 (140)

-Ring Man's kind of a goofy concept, but he's actually done really well- he's got a cool weapon that looks rather nice. I wouldn't even be ashamed to play a guy with his kind of powers in an M&M game :). He's yet another "Boomerang"-themed weapon guy. Every game since the 2nd has had one. He's super-easy, with a recognizable pattern, though, as the games just get simpler as time goes on.

Bestows the:
"Ring Boomerang" Blast 9 (Feats: Accurate, Improved Critical 2, Ricochet 2, Homing 2) [26]

Image

DUST MAN (Mega Man 4)
PL 10 (145)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Garbage Man) 4 (+4)
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]

"Dust Crusher" Blast 10 (Extras: Area- 30ft. Burst) (30) -- [31]
  • AE: "Power Vaccuum" Move Object 10 (Flaws: Limited to Towards Him) (10)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Dust Crusher +10 Area (+10 Ranged Damage, DC 25)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8, Fortitude --, Will +4

Complications:
Vulnerable (Ring Boomerang)- Ring Man's Ring Boomerang does extra damage to Dust Man.

Total: Abilities: 32 / Skills: 22--11 / Advantages: 21 / Powers: 40 + 31 / Defenses: 10 (145)

-Dust Man is also super-easy- just dodge the Dust Crusher and blast away with the Ring Boomerang. He actually looks rather unique and interesting, though, being a big blocky guy with a Super-Vac on top of his head. A nice shift from all the skinny guys with angry eyes we've been seeing lately. The Dust Crusher weaopn is also very unique among weapons so far (they've really started to copy each other by this point)- it's a Burst Area weapon that explodes after a certain distance, sending four little chunks flying diagonally away. Not bad, though it's kinda difficult to aim diagonally.

Bestows the:
"Dust Crusher" Blast 10 (Extras: Area- 30ft. Burst) [30]
Last edited by Jabroniville on Wed Sep 13, 2017 6:29 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Skull Man & Dive Man

Post by Jabroniville »

ImageImage

SKULL MAN (Mega Man 4)
PL 10 (139)
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 6, Startle

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

"Skull Barrier" Both Powers Linked
Force Field 6 (Extras: Impervious) (Flaws: Immobile -2) [3]
Skull Aura 10 (Feats: Extended Reach) (Flaws: Immobile -2) (21) -- [22]
  • AP: "Blaster" Blast 6 (Feats: Accurate, Improved Critical 2) (Extras: Multiattack) (21)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Blaster +10 (+6 Ranged Damage, DC 21)
Initiative +8

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

Complications:
Vulnerable (Dust Crusher)- Dust Man's Dust Crusher does extra damage to Skull Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 25 / Defenses: 12 (139)

-Skull Man is one of the toughest Robot Masters to fight in Pt. 4, as he's EXTREMELY aggressive, constantly rushes you, and throws up the Skull Barrier any time you get close to do even more damage. All the while, he blasts away, Multiattack-style. Not pleasant. The Dust Crusher puts him away, but even then, it's a constant threat the entire way. The Skull Barrier is only the second "Barrier" weapon you gain in the series, and much better than the Leaf Shield in that you can walk around with it. Curiously, Skull Man himself lacks that ability, making it one of the few weapons that's a bit superior to the boss' version.

Bestows the:
Force Field 2 [4]
Skull Aura 6 (Feats: Extended Reach) [25]

Image

DIVE MAN (Mega Man 4)
PL 10 (142)
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 6, Startle

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

Movement 1 (Environmental Adaptation- Ice & Snow) [2]
Swimming 4 [4]
"Dive Missile" Blast 10 (Feats: Accurate, Improved Critical 2, Homing 4) (27) -- [28]
  • AE: "Torpedo Dive" Strength-Damage +3 (Feats: Improved Critical 2) (5)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Dive Missile +10 (+10 Ranged Damage, DC 25)
Torpedo Dive +10 (+10 Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Skull Barrier)- Skull Man's Skull Barrier does extra damage to Skull Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 30 / Defenses: 12 (142)

-Dive Man's a brand-new Water-themed villain, bringing us another water stage in a Mega Man game. He looks decent, being pretty big, and isn't a total joke like Bubble Man in design or tactics, though he's still fairly easy with the Skull Barrier. He actually has two distinctive attacks, the Torpedo Dive (where he charges you while spinning) and the Dive Missile, a pair of heat-seeking missiles from his chest that'll follow you around, giving him the best Homing weapon so far. You can just "Fire and Forget" it, blasting away and then leaving.

Bestows the:
"Dive Missile" Blast 10 (Feats: Improved Critical 2, Homing 4) [26]
Last edited by Jabroniville on Sun Sep 04, 2022 5:34 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

KorokoMystia wrote: Mon Sep 11, 2017 1:38 am I do like the Cossack Robot Masters, particularly Pharaoh and Skull Man. Pharaoh mostly because of that moment from the cartoon where his reaction to having his power stolen is just to punch Mega Man. Skull, well, he's just got a cool design, and is a tough fight.
HAHAHAHAH, yes! That apparently became a meme to Mega Man fans. Pharaoh Man is Awesome.
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Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

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

Post by Arkrite »

Jabroniville wrote: Mon Sep 11, 2017 4:06 am HAHAHAHAH, yes! That apparently became a meme to Mega Man fans. Pharaoh Man is Awesome.
Oh that's just too much fun.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

Man Called True's comments on Mega Man 4:
It was also the last time the music was good until Mega Man 8 (for all its flaws, I love that game's music). Pharaoh Man had one of the best stage themes in the series; its awesome factor doubled when he showed up in "The Power Fighters".

Even there, however, you could begin to see the cracks form. Skull Man and Pharaoh Man looked cool (even if Skull Man gave yet another useless "barrier" power), but the rest were... kind of dippy. Bright Man is a robotic Richard Simmons, for cripe's sake.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mega Man 5

Post by Jabroniville »

MEGA MAN 5:
Everything that was bad about Mega Man 4 was only increased in Mega Man 5. Essentially, it was completely obvious that Capcom was half-assing it and basically just cloning the same game every time, as it added virtually nothing but a side-summon named Beat (a bird that didn't really "click" with the fanbase at all). A few of its villains are QUITE cool, and one stage in particular is awesome and totally unique, but it has some clunkers as well (a TRAIN-themed 'bot), and nearly ALL of the Robot Masters were totally easy this time around, especially with your weapons. The whole "Proto Man is secretly evil" plot wasn't done very well, and the bosses in the final stage were basically all the same guy with a new weapon each time, so they sucked as well. Totally disappointing, and pretty much sank the game series until Mega Man X revived it years later.

Man Called True's remarks:
One of the worst parts of MM5 is that Mega Man suffers a terrible nerfing. The Rush Sub is gone, and the Rush Coil is useless because Rush now jumps with you. Worse, you lose your charge if you're hit while charging, a weakness that has sadly carried over into later games.

And of course, the boss designs lose a lot of their punch here; it gets worse in 6, and 7 is the absolute nadir for Robot Masters (although it does give us the best warm-up boss in Mad Grinder and the absurdly badass Shade Man). MM8 managed to reverse the trend.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Charge Man & Wave Man

Post by Jabroniville »

Image

CHARGE MAN (Mega Man 5)
PL 10 (144)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Demolitions) 8 (+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 6, Startle, Withstand Damage (Trade Defenses For Toughness)

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

Speed 2 (8 mph) [2]
Protection 2 (Extras: Impervious 7) (Flaws: Limited to While Charging) [7]
"Coal Fire Blast" Blast 7 (Feats: Accurate, Improved Critical 2, Split, Indirect) (19) -- [20]
  • AE: "Charge Kick" Strength-Damage +3 (Feats: Improved Critical 2 (5)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Charge Kick +10 (+10 Damage, DC 25)
Coal Fire Blast +10 (+7 Ranged Damage, DC 22)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8 (+10 Charge Kick), Fortitude --, Will +4

Complications:
Vulnerable (Power Stone)- Stone Man's Power Stone does extra damage to Charge Man.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 22 / Powers: 40 + 29 / Defenses: 8 (144)

-Hahah, this guy is a TRAIN. That is seriously one goofy-arse design, and makes him pretty ridiculous. No wonder he's the only boss from Mega Man 1-5 to not appear in the Ruby Spears cartoon (so says Mega Man Wiki). And he's ORANGE, too- the least bad-ass colour of all time. He's actually a little different from other Masters, using a melee strike that rushes you, in addition to firing three little balls of flaming coal into the air. Not that tough overall, but you can't hurt him while he's Charging (as the Flaw says, and it's Impervious too!), and he can use Withstand Damage at the same time, making him relatively unpleasant and more of a "Tank" than most Robots. The "Charge Kick" is semi-notorious for being hard to use (you have to charge forward to use it), sorta like the Top Spin, so most don't swear by it.

Bestows the:
"Charge Kick"
Damage 9 (Feats: Takedown 2) [10]
Speed 2 (8 mph) [2]
Protection 4 (Flaws: Limited to While Charging) [2]

Image

WAVE MAN (Mega Man 5)
PL 10 (146)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

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

"Water Wave" Blast 9 (Extras: Area- 30ft. Cylinder) (27) -- [28]
  • AE: "Harpoon" Blast 8 (Feats: Accurate 2, Improved Critical) (19)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Harpoon +12 (+8 Ranged Damage, DC 23)
Water Wave +9 Area (+9 Ranged Damage, DC 24)
Initiative +8

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

Complications:
Vulnerable (Charge Kick)- Charge Man's Charge Kick does extra damage to Wave Man.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 21 / Powers: 40 + 28 / Defenses: 12 (146)

-Wave Man is the latest in the series of water-themed Robot Masters (Bubble Man & Dive Man precede him), and he's by far the coolest-looking of the bunch. Sort of like a trident-covered big, round boss, he's got two unique attacks- a long-range Harpoon, and a Water Cylinder-Blast that he can bring up from anywhere in front of him, blocking your shots and requiring you to use the awkward Charge Kick to wipe him out. Oddly, his stage has very little to do with water, except for a fun little bit where you ride around on a Jetski and shoot at things. Note that the Water Wave you get is different from his- it shoots up a bunch of little cylinders all across the floor at ground-level enemies, which I chose to showcase as a Line Blast.

Bestows the:
"Water Wave" Damage 8 (Extras: Area- 30ft. Line) [16]
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Woodclaw
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Location: Como, Italy

Re: Jab's Builds! (Casablanca! Cerebro! Lupin III! Mega Man 1 & 2!)

Post by Woodclaw »

Jabroniville wrote: Sun Sep 10, 2017 7:13 am Oh hey- I'm suddenly reminded of a pair of "Woodclaw Moments":

* You giving me the info for that entire band of guys in Euroforce and their sister-team, necessitating me doing almost completely blind builds of those characters. And of course they've never shown up again, and always confuse me when I see them on my big bio-lists :).
Well, to be fair that was -- I think -- my first post in the old Roll Call section and, given you were and still is the most prolific builder in the community, not to mention the one interested in obscure characters I thought that task was right up your alley. Given that the builds you did were from Gemini, no Euroforce.
Jabroniville wrote: Sun Sep 10, 2017 7:13 am* When Thorp posted builds of The Long Halloween, you expressed disgust over DC naming a Mafia princess/enforcer Sofia Gigante, as that was the surname of a famous, heroic anti-Mafia crusader who was assassinated in Italy. Years later, I remembered that this character was probably more inspired by the famous American Mafiosi, Vincent "The Chin" Gigante, whose antics included pretending to be crazy to deflect attention (a trick copied by Uncle Junior in The Sopranos years later).

I noticed this YEARS after you made the point, and totally wanted to pull a "George Costanza" and tell you about it, but you'd been gone by then. It bugged me for years. So now you know :).
My problem was with the last part of her name Sofia Giganta Falcone. Giovanni Falcone was an Italian magistrate who was instrumental striking some of the most most serious blows to the Sicilian Mafia (even the FBI recognized his contribution and there's a "Giovanni Falcone Gallery" in the FBI HQ). I understand that a name is just a name, but having a mob family sharing its name with one of the most famous enemies of the Mafia irked me a bit.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Star Man & Gravity Man

Post by Jabroniville »

Image

STAR MAN (Mega Man 5)
PL 10 (156)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Demolitions) 8 (+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 6, Startle, Withstand Damage (Trade Defenses For Toughness)

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

"Star Crash" Blast 10 (Extras: Area- 30ft. Burst) (Drawbacks: Diminished Range -2) [28]
Force Field 2 (Extras: Impervious 7) [9]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Star Crash +10 Area (+10 Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Water Wave)- Wave Man's Water Wave does extra damage to Star Man.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 22 / Powers: 40 + 37 / Defenses: 12 (156)

-Star Man is a great name (there's a reason DC's used it on like eleven hundred guys), but this boss kinda sucks. It's sad, because the design is OK, the concept fits, and his omni-directional Force Field/Blast Aura is better than Wood Man or Skull Man's, but he has no other form of attack besides hitting you with it- no other blasts or stuff flying from the ceiling or anything. It's so big that I just went with a Burst Area Blast instead of Aura (he can't do other attacks while using it, so he doesn't require the expensive Aura version), and enough Imperviousness to block the Mega Buster alongside his Withstand Damage Advantage.

Bestows the:
"Star Crash" Blast 8 (Extras: Area- 30ft. Burst) (Drawbacks: Diminished Range -2) [22]

Image

GRAVITY MAN (Mega Man 5)
PL 10 (154)
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 6, Startle

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

"Gravity Hold"
Move Object 10 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range, Limited to Reversed Gravity) [20]
Linked to
Environment 2 (Impede Movement) [4]

"Blaster" Blast 7 (Feats: Accurate 2) [16]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Blaster +12 (+7 Ranged Damage, DC 22)
Initiative +8

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

Complications:
Vulnerable (Star Crash)- Star Man's Star Crash does extra damage to Gravity Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 40 / Defenses: 12 (154)

-OK, this is the most ingenious boss stage I've ever seen. The whole thing exists in a world where gravity can switch based off of what position of "Arrow" you just walked by- you can fight half this stage from the ceiling! Everything's reversed! That is amazingly cool- especially for an NES game. The boss himself is pretty weak, just trying to ram you every time he switches the gravity in the room (putting either you or him on the ceiling), forcing you to shoot him during the switch, otherwise you can't get him. The Star Crash has a wide enough Burst to hit him, and does tons of damage, so it's over quickly. Your own "Gravity Hold" weapon is rather different- it's a Blast that affects everyone on-screen at once, sorta like Rain Flush. It drains more quickly than normal weapons, though.

Bestows the:
"Gravity Hold" Blast 8 (Feats: Increased Range) (Extras: Area- 30ft. Burst) [25]
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (Casablanca! Cerebro! Lupin III! Mega Man 1 & 2!)

Post by Jabroniville »

Woodclaw wrote: Mon Sep 11, 2017 8:10 am
Jabroniville wrote: Sun Sep 10, 2017 7:13 am Oh hey- I'm suddenly reminded of a pair of "Woodclaw Moments":

* You giving me the info for that entire band of guys in Euroforce and their sister-team, necessitating me doing almost completely blind builds of those characters. And of course they've never shown up again, and always confuse me when I see them on my big bio-lists :).
Well, to be fair that was -- I think -- my first post in the old Roll Call section and, given you were and still is the most prolific builder in the community, not to mention the one interested in obscure characters I thought that task was right up your alley. Given that the builds you did were from Gemini, no Euroforce.
Oh yeah, I ASKED you to give me that info, don't get me wrong. It was just a weird memory of mine. I didn't recall you hadn't posted before, either- that's pretty funny.

The Gemini builds begat Euroforce, at least. I think you gave me info on both groups, since some members had been on one team or the other.
Jabroniville wrote: Sun Sep 10, 2017 7:13 am* When Thorp posted builds of The Long Halloween, you expressed disgust over DC naming a Mafia princess/enforcer Sofia Gigante, as that was the surname of a famous, heroic anti-Mafia crusader who was assassinated in Italy. Years later, I remembered that this character was probably more inspired by the famous American Mafiosi, Vincent "The Chin" Gigante, whose antics included pretending to be crazy to deflect attention (a trick copied by Uncle Junior in The Sopranos years later).

I noticed this YEARS after you made the point, and totally wanted to pull a "George Costanza" and tell you about it, but you'd been gone by then. It bugged me for years. So now you know :).
My problem was with the last part of her name Sofia Giganta Falcone. Giovanni Falcone was an Italian magistrate who was instrumental striking some of the most most serious blows to the Sicilian Mafia (even the FBI recognized his contribution and there's a "Giovanni Falcone Gallery" in the FBI HQ). I understand that a name is just a name, but having a mob family sharing its name with one of the most famous enemies of the Mafia irked me a bit.
Huh- well I'll be damned. So all those years I thought of that correction, I was remembering the wrong damn thing :).

That name keeps getting used in Mafia fiction, too- a guy in a Mafia video game has that surname, as does Jimmy Falcone of the HORRIBLE Canadian cartoon Fuhgeddaboutit (where a Mafia don goes into witness protection in Canada). I think it's just such a sinister-sounding name in English, sounding like a bird of prey, but... y'know... Mafia-ish.
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Woodclaw
Posts: 1462
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Location: Como, Italy

Re: Jab's Builds! (Casablanca! Cerebro! Lupin III! Mega Man 1 & 2!)

Post by Woodclaw »

Jabroniville wrote: Mon Sep 11, 2017 8:58 am Huh- well I'll be damned. So all those years I thought of that correction, I was remembering the wrong damn thing :).

That name keeps getting used in Mafia fiction, too- a guy in a Mafia video game has that surname, as does Jimmy Falcone of the HORRIBLE Canadian cartoon Fuhgeddaboutit (where a Mafia don goes into witness protection in Canada). I think it's just such a sinister-sounding name in English, sounding like a bird of prey, but... y'know... Mafia-ish.
Well, to be fair it's a common, albeit not so common, surname in Sicily and you're right it is the name of a bird of prey.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Gyro Man & Crystal Man

Post by Jabroniville »

Image

GYRO MAN (Mega Man 5)
PL 10 (144)
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 6, Startle

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

"Gyro Attack" Blast 9 (Feats: Accurate, Improved Critical 2) [21]
Flight 5 (60 mph) [10]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Gyro Attack +10 (+9 Ranged Damage, DC 24)
Initiative +8

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

Complications:
Vulnerable (Gravity Hold)- Gravity Man's Gravity Hold does extra damage to Gyro Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 21 / Powers: 40 + 31 / Defenses: 12 (144)

-Gyro Man's pretty dull, even though he's an honest-to-God flying villain in these games. Basically, he's got a helicopter built into him, and he fires straight blasts out. With Gravity Hold, he goes down in a few hits from the expensive Area Burst, but otherwise gives you a decent Blast of your own to utilize, that you can change the direction on once.

Bestows the:
"Gyro Attack" Blast 8 (Feats: Improved Critical, Homing) (Extras: Penetrating 5) [23]

Image

CRYSTAL MAN (Mega Man 5)
PL 10 (155)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Expertise (Science) 4 (+6)
Expertise (Fortune Teller ) 6 (+8)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 3 (+4)

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]

"Crystal Eye" Blast 9 (Feats: Accurate, Improved Critical 2, Homing 6) (Extras: Multiattack) (36) -- [37]
  • AE: "Blaster" Blast 7 (Feats: Accurate, Improved Critical 2) (17)
Offense:
Unarmed +10 (+7 Damage, DC 22)
Crystal Eye +10 (+9 Ranged Damage, DC 24)
Blaster +10 (+7 Ranged Damage, DC 21)
Initiative +8

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

Complications:
Vulnerable (Gyro Attack)- Gyro Man's Gyro Attack does extra damage to Crystal Man.

Total: Abilities: 36 / Skills: 36--18 / Advantages: 21 / Powers: 40 + 37 / Defenses: 12 (155)

-Eee-yikes, now THIS is a scary boss. Firing out a Ricocheting Blast that bounces all over the screen several times (FOUR of them at once, no less!), Crystal Man is one of the harder guys to avoid hits from, and even his weakness, the Gyro Attack, can't hit him easily. A very tough level and a very tough boss. It's one of the most costly weaons you can gain, as well, though not over useful in-game, since it's hard to aim properly with all those little bits flying everywhere.

Bestows the:
"Crystal Eye" Blast 8 (Feats: Improved Critical 2, Homing 4) (Extras: Multiattack) [30]
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