Jab's Builds! (King Ghidorah! Orochi! Space Godzilla!)

Where in all of your character write ups will go.
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Tattooedman
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Re: Jab's Builds! (Mega Man 7 & 8! Dr. Light! Proto Man! Bass!)

Post by Tattooedman » Thu Sep 14, 2017 6:58 pm

L-Space wrote:
Thu Sep 14, 2017 6:40 pm
Jabroniville wrote:
Thu Sep 14, 2017 5:41 am
haha, holy crap- I just looked up one of the few compliments I remember from way back in the day: http://www.atomicthinktank.com/viewtopi ... b6#p626623

It was Tattooed Man! I didn't even realize it :). Been a long time, dude.
I find it funny that Tattooed Man calls me out saying I'm going to laugh at him for not knowing an obscure character and then like 2 comments later I do :lol:.

I also seemed to have the exact same response to your build of Poundcakes (hehe) then as I did now. Good to know that my sense of humor hasn't matured at all in the last 8 years :D.
That's cause, oh so long ago, I used to do jobber builds ~really rare ones in fact ~ and you were always saying how you were impressed with my knowledge of obscure characters. So the fact that I had no idea who one meant that there was a good chance you'd have a laugh at me.

Jabroniville
Posts: 7476
Joined: Fri Nov 04, 2016 8:05 pm

Plug Man & Tornado Man

Post by Jabroniville » Thu Sep 14, 2017 8:12 pm

Image

PLUG MAN (Mega Man 9)
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 5 (+5)

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]

"Plug Ball" Blast 10 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Single Terrain Surface) (20) -- [21]
  • AE: "Fired Plug" Blast 10
Immunity 5 (Electrical Damage) [5]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Plug Blast +9 (+10 Ranged Damage, DC 25)
Plug Ball +10 (+10 Ranged Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Jewel Satellite)- Jewel Man's Jewel Satellite does extra damage to Plug Man.

Total: Abilities: 32 / Skills: 20--10 / Advantages: 22 / Powers: 42 + 26 / Defenses: 12 (143)

-Plug Man is yet another Electric-designed Robot Master, pretty much looking like a pinker Spark Man but with plugs for hands, so I'm not too keen on him. His level looks like a RIGHTEOUS pain, too. Y'know those annoying-ass little blocks that appear and disappear in the various Mega Man games? Well imagine a level filled with TONS of them. You don't have to memorize as many patterns as normal for them, but entire mass chasms are blocked ONLY by them. I can't imagine actually playing through that. His level's also extremely dark, making it a dangerous journey. As for the boss himself, he's just your standard Jumping Spastic Mega Boss plus his weapon, which alternates between standard blasts and a tracking one that hits the ground and continues along that same surface until it hits something. I actually went with Shapeable Area with a Limited to Single Terrain Flaw, meaning that once he hits ground, it can only travel along that area. If it happens to pass over an enemy, it will then drop down.

Bestows the:
"Plug Ball" Blast 9 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Single Terrain Surface) [20]

Image

TORNADO MAN (Mega Man 9)
PL 10 (162)
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 9 [9]

"Tornado Blow" Blast 9 (Feats: Split 3, Indirect, Knockback 4) (Extras: Area- 30ft. Cylinder) (35) -- [36]
  • AE: Environment 10 (Impede Movement)
Flight 5 (60 mph) [10]

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

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

Complications:
Vulnerable (Plug Ball)- Plug Man's Plug Ball does extra damage to Tornado Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 41 + 46 / Defenses: 12 (162)

-Okay, this guy's theme freaking rocks. It seriously holds up with the themes from Mega Man 2- so damn catchy. Good ol' Midi files still rock after all these years. This guy's a pretty generic, blah design on a pretty cool stage (those platforms that spin you up and down as you go along so you have to jump at the right time to avoid being tossed downwards- SO EVIL!), being another Wind/Air Man-type with a few tricks. Lots of flying around in hard-to-reach spots, and lots of wide-area Blast effects that are hard to avoid. His Tornado Blow is so expensive because of the sheer number of BONUSES the stupid thing has- it's a Cylinder effect, and not a short one like most boss' weapons. Then it has four separate Blasts, all of which come from below (Indirect). Then they throw you ultra-far as well. Total lameness. And when YOU get it, you only get four single shots with it before it totally stops working- one of the quickest-draining Powers in the franchise's history (and worthy of a full-on Flaw instead of a Drawback- SEVEN BARS OF POWER). Oh well, at least it does away with Magma Man.

Bestows the:
"Tornado Blow" Blast 8 (Feats: Split Attack 3, Indirect, Knockback 4) (Extras: Area- 30ft. Cylinder) (Flaws: Unreliable- Four Uses) [24]
Last edited by Jabroniville on Fri Sep 15, 2017 6:36 am, edited 1 time in total.

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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 » Thu Sep 14, 2017 8:58 pm

One thing I forgot to mention back when Shadow Man was posted was that in the fluff, he was said to have extraterrestrial origins. The Archie comic expanded on this by making him one of many "Kuiper Droids", basically Mooks that served the Stardroids, who in turn served Ra Moon. (An evil alien supercomputer that appeared in the PS1 FMV game Super Adventure Rockman, who appeared in the Archie comic as well, and was given ties to the Stardroids.)
In a battle with Duo's group, the Star Marshals, all but one of the Kuiper Droids was destroyed, the last remaining one falling to Earth, where it was found by Wily and rebuilt as "Shadow Man".

Also, the last time I checked, Drill Man was missing his Burrowing, and Tornado Man is missing his Flight.
Also, mention has to be made of the two crossovers with Sonic in the Mega Man comic, Worlds Collide and Worlds Unite. In the second one, it eventually becomes a full-on Sega/Capcom crossover, with the characters visiting the worlds of Monster Hunter, Golden Axe, and many others! Oh yeah, and there's some Mega Man x stuff in there, too.

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Magma Man & Hornet Man

Post by Jabroniville » Thu Sep 14, 2017 10:59 pm

Image

MAGMA MAN (Mega Man 9)
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)
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 8, Startle

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

"Magma Bazooka" Blast 9 (Feats: Improved Critical 2, Split 2) (22) -- [23]
  • AE: Blast 6 (Feats: Accurate) (Extras: Multiattack) (19)
Fire Aura 3 [12]
Immunity 5 (Heat & Fire Damage) [5]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Magma Bazooka +10 (+9 Ranged Damage, DC 24)
Blast +11 (+6 Ranged Damage, DC 21)
Initiative +8

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

Complications:
Vulnerable (Tornado Blow)- Tornado Man's Tornado Blow does extra damage to Magma Man. It also wipes out everything but his Multiattack Blast if activated.
Disabled (No Hands)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 23 / Powers: 42 + 40 / Defenses: 10 (156)

-Magma Man's a pretty good idea, and an alright design- a Magma-themed villain is new to a series over-stuffed with Fire, Flame, Heat & Whatever Mans, and allows them the same lava-based level. He's your generic "Jump around and shoot lots" boss, though, so that's pretty much it for originality here. Of course, originality isn't exactly the point of the NINTH game in a deliberately-retro series. Once you gain his weapon, you can charge it for the most damaging attack in Mega Man 9- but it'll cost you Power, and it needs to both charge and drops your accuracy by a bit.

Bestows the:
"Magma Bazooka" Blast 7 (Feats: Split 2) (16) -- [17]
  • AE: "Charged Shot" Blast 10 (Feats: Split 2, Improved Critical 4) (Flaws: Requires One Round of Charge) (Drawbacks: Inaccurate) (15)
Image

HORNET MAN (Mega Man 9)
PL 10 (148)
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 (Gardener) 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 8, Startle

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

Flight 3 (16 mph) (Flaws: Winged) [3]
"Hornet Chaser" Blast 9 (Feats: Improved Critical 2, Split, Homing 4) [25]

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

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

Complications:
Vulnerable (Magma Bazooka)- Magma Man's Magma Bazooka does extra damage to Hornet Man.
Disabled (No Hands)

Total: Abilities: 32 / Skills: 26--13 / Advantages: 23 / Powers: 42 + 28 / Defenses: 10 (148)

-Hornet Man's pretty cool and unique, though his attack's another "Track the Enemy" one. Not alot of bug-themed guys running around this 'verse, so he definitely stands out. His level looks to be kind of simple from what I've seen. It's easily the cheapest Robot Master Power ever that you can get (it does very little damage), but it's handy for grabbing faraway items and hitting enemies in hard-to-reach areas, and drains far less than the others do. 

Bestows the:
"Hornet Chaser" Blast 4 (Feats: Split, Homing 4) (13) -- [14]
  • AE: Move Object 2 (4)
Last edited by Jabroniville on Fri Sep 15, 2017 6:35 am, edited 2 times in total.

Jabroniville
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Galaxy Man & Splash Woman

Post by Jabroniville » Thu Sep 14, 2017 11:02 pm

Image

GALAXY MAN (Mega Man 9)
PL 10 (170)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE -1

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+4)
Perception 3 (+3)
Technology 9 (+11)

Advantages: 
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 8, 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]
Quickness 4 (Flaws: Limited to Mental Tasks) [2]

"Black Hole Bomb" Powers Linked
Blast 10 (Extras: Area- 30ft. Burst) (Flaws: Additional Save- Strength) (20) -- [21]
  • AE: Blast 9 (Feats: Improved Critical) (19)
Nullify Blast Powers 6 (Extras: Area- 30ft. Burst, Broad) [18]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Black Hole Bomb +10 (+9 Ranged Damage, DC 24)
Black Hole Bomb +10 Area (+10 Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Concrete Shot)- Concrete Man's Concrete Shot does extra damage to Galaxy Man. It also depowers his Galaxy Bombs.
Disabled (No Hands)

Total: Abilities: 34 / Skills: 24--12 / Advantages: 23 / Powers: 42 + 49 / Defenses: 10 (170)

-Hee hee, what a quirky and stand-outish little boss. Looking like a UFO with arms and legs, Galaxy Man really breaks the mold for standard Robot Masters. His M.O. is that he flies around, throwing in a Black Hole Bomb that sucks you into its area, doing Blast damage that way. This was a ludicrously hard thing to figure out how to stat ion 2nd Edition (I was gonna use the Independent Extra, but that'd require shifting the Duration of the Blast & Move Object powers I was gonna use- making it prohibitively expensive back when I cared too much about such things), but I finally figured it out. What it is is a Burst Area Effect (slightly reduced range) to mimic the wide area that gets "sucked into" the Portal, but you get an extra Save- Strength- to allow you to tear your way free of the vortex. So everyone can be affected if they're in its zone, but only the smaller, weaker enemies will be sucked into it. Against larger enemies, it'll just be a standard Blast, so I left an Alt-Effect in for that.

-Similarly, it will also suck in any Ranged Fire, nullifying them rather than Deflecting or Protecting against them- using the Nullify power. This makes for the most unusual, complex little Robot Master Power yet, though I'm happy I finally figured it out. 

Bestows the:
"Black Hole Bomb" Powers Linked
Blast 8 (Extras: Area- 30ft. Burst) (Flaws: Additional Save- Strength) (16) -- [17]
  • AE: Blast 8) (16)
Nullify Blast Powers 4 (Extras: Area- 30ft. Burst, Broad) [12]

ImageImage

YUP.

SPLASH WOMAN (Mega Man 9)
PL 10 (165)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

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

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 9 [9]

"Laser Trident" (Flaws: Easily Removable) [18]
Blast 9 (Feats: Improved Critical 2) (Extras: Multiattack) (29 points)

Swimming 5 [5]
"Summon Fishes" Mind Control 5 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range -2, Limited to Animals, Limited to Fishes) [15]

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

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

Complications:
Vulnerable (Hornet Chaser)- Hornet Man's Hornet Chaser does extra damage to Splash Woman.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 23 / Powers: 41 + 38 / Defenses: 12 (165)

-Oh damn- it's a FEMALE Robot Master! Nice stuff, Capcom. I figure it's about time, anyways, what with all the redundant "Something Man" designs over the years, to have a cartoonish lady amongst the lot of them. She usually just summons fish and then blasts away with the Laser Trident, which would be very tough (TONS of crap flying all over the place) withouth the Black Hole Bomb to suck up the fishies or the Hornet Chaser to simply fly up and blitz her with ease. She saves some points by having a Device instead of a Power as her main damage-dealer, and gives you the "Metal Blade" of this game- a high-powered rapid-fire Laser Trident that matches the firing rate of your Mega Buster and doesn't Drain that badly. It's so good that I could almost throw Penetrating & Area-Line onto it, but then it'd be WAY over-cost for a usual Mega-Power.

Bestows the:
"Laser Trident" Blast 8 (Extras: Multiattack) [24]
Last edited by Jabroniville on Fri Sep 15, 2017 6:41 am, edited 1 time in total.

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Roll

Post by Jabroniville » Fri Sep 15, 2017 1:08 am

Image

ROLL
PL 2 (44)
STRENGTH
0 STAMINA -- AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Housekeeping) 6 (+8)
Insight 2 (+5)

Advantages: 
None

Powers: 
Immunity 30 (Fortitude Effects) [30]
Protection 3 [3]

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative -1

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +3, Fortitude --, Will +4

Complications:
Enemy (Dr. Wily)
Relationship (Dr. Light, Rush, Roll)

Total: Abilities: 6 / Skills: 8--4 / Advantages: 0 / Powers: 33 / Defenses: 1 (44)

-Roll is basically a female robot in Mega Man, but takes an entirely benign role as the housekeeper of Dr. Light's lab. Her appearances are short; typically kept to cut-scenes. She's not even playable in frickin' Mega Man Soccer! She is playable in Marvel (vs) Capcom, but as a Joke Character with deliberately bad attacks that are all variations of Mega Man's. She is more powerful in Tatsunoku (vs) Capcom, wielding her mop like a Bo staff.

-Roll is a total non-combatant, packing few useful skills either. She's only a bit pricey because she's a robot, like Mega Man. In the Ruby Spears cartoon, her arms can turn into stuff, usually home appliances, but also some that can be used for combat- she has occasionally defeated Robot Masters on her own! In Captain N: The Gamemaster she appears as "Mega Girl", wearing pink Mega Man-style armor.

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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 » Fri Sep 15, 2017 1:35 am

Roll was also playable in Mega Man Powered Up, where she was basically the "Zero" of the game (close-ranged combat specialist)..but with a broom.

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

Post by Scots Dragon » Fri Sep 15, 2017 1:55 am

So to talk a slightly different topic. One thing constantly raised here is that the jacket-over-standard-costume style really doesn't look all that good on most heroes with the possible exception of Rogue.

I'm gonna argue that Supergirl dressed up like early Kon-El qualifies as another...

Image

By ComickerGirl.
Formerly known as Narsil on the ATT and Ronin Army forums.

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

Post by Ares » Fri Sep 15, 2017 2:11 am

KorokoMystia wrote:
Thu Sep 14, 2017 8:58 pm
One thing I forgot to mention back when Shadow Man was posted was that in the fluff, he was said to have extraterrestrial origins. The Archie comic expanded on this by making him one of many "Kuiper Droids", basically Mooks that served the Stardroids, who in turn served Ra Moon. (An evil alien supercomputer that appeared in the PS1 FMV game Super Adventure Rockman, who appeared in the Archie comic as well, and was given ties to the Stardroids.)

In a battle with Duo's group, the Star Marshals, all but one of the Kuiper Droids was destroyed, the last remaining one falling to Earth, where it was found by Wily and rebuilt as "Shadow Man".

Also, mention has to be made of the two crossovers with Sonic in the Mega Man comic, Worlds Collide and Worlds Unite. In the second one, it eventually becomes a full-on Sega/Capcom crossover, with the characters visiting the worlds of Monster Hunter, Golden Axe, and many others! Oh yeah, and there's some Mega Man x stuff in there, too.
I was impressed with Archie Comic's ability to tie in all of these obscure bits of lore together. It was a damn fine run of the character, with my only real regret being how it was cut short, and that there's issues with what trades will ever be released. I don't think we'll ever get Worlds Unite Volume 3.

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

Post by Scots Dragon » Fri Sep 15, 2017 2:16 am

Ares wrote:
Fri Sep 15, 2017 2:11 am
I was impressed with Archie Comic's ability to tie in all of these obscure bits of lore together. It was a damn fine run of the character, with my only real regret being how it was cut short, and that there's issues with what trades will ever be released. I don't think we'll ever get Worlds Unite Volume 3.
I blame Ken Penders. Even if it isn't directly his fault, man was enough of a tool to deserve the blame for a lot of stuff that went on at Archie Comics.
Formerly known as Narsil on the ATT and Ronin Army forums.

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

Post by Ares » Fri Sep 15, 2017 2:18 am

Scots Dragon wrote:
Fri Sep 15, 2017 1:55 am
So to talk a slightly different topic. One thing constantly raised here is that the jacket-over-standard-costume style really doesn't look all that good on most heroes with the possible exception of Rogue.

I'm gonna argue that Supergirl dressed up like early Kon-El qualifies as another...

Image

By ComickerGirl.
I think it all depends on the hero. The "trenchcoat as a different type of cape" thing CAN work well, but like any look you need the right design to pull it off. I think Gambit looks alright, really, Rogue as well, the Midnighter could generally pull his look off, etc. It just can't be overused. Superboy's original outfit was okay, though it bordered on being busy. I frankly wish they'd bring Kon back and give him something like that outfit, rather than the Tron-style look he sported or the "t-shirt and cargo pants" non-costume he wore for a while. I don't think the outfit being on Kara really helps or hurts the look of the outfit either way.

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

Post by Scots Dragon » Fri Sep 15, 2017 2:24 am

Ares wrote:
Fri Sep 15, 2017 2:18 am
I think it all depends on the hero. The "trenchcoat as a different type of cape" thing CAN work well, but like any look you need the right design to pull it off. I think Gambit looks alright, really, Rogue as well, the Midnighter could generally pull his look off, etc. It just can't be overused. Superboy's original outfit was okay, though it bordered on being busy. I frankly wish they'd bring Kon back and give him something like that outfit, rather than the Tron-style look he sported or the "t-shirt and cargo pants" non-costume he wore for a while. I don't think the outfit being on Kara really helps or hurts the look of the outfit either way.
I kinda like the jacket look personally, especially with shorter jackets a la Rogue and Superboy given that it's only a skip and a hop to metalhead and punk rock fashions and I'm all over those scenes like a bad rash. I sort of count longer jackets along the Gambit and Midnighter mould to be more or less their own thing.
Formerly known as Narsil on the ATT and Ronin Army forums.

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

Post by Thorpocalypse » Fri Sep 15, 2017 2:37 am

Scots Dragon wrote:
Fri Sep 15, 2017 2:24 am
Ares wrote:
Fri Sep 15, 2017 2:18 am
I think it all depends on the hero. The "trenchcoat as a different type of cape" thing CAN work well, but like any look you need the right design to pull it off. I think Gambit looks alright, really, Rogue as well, the Midnighter could generally pull his look off, etc. It just can't be overused. Superboy's original outfit was okay, though it bordered on being busy. I frankly wish they'd bring Kon back and give him something like that outfit, rather than the Tron-style look he sported or the "t-shirt and cargo pants" non-costume he wore for a while. I don't think the outfit being on Kara really helps or hurts the look of the outfit either way.
I kinda like the jacket look personally, especially with shorter jackets a la Rogue and Superboy given that it's only a skip and a hop to metalhead and punk rock fashions and I'm all over those scenes like a bad rash. I sort of count longer jackets along the Gambit and Midnighter mould to be more or less their own thing.
I do love the trench coat look that Constantine and others pull off, but like Ares' says, it's getting a bit overused. When I finally get around to making my comics, my hero will have a Member's Only Jacket and stone washed jeans, like a real hero should. :)

Because really, it's all about the JACKET. 8-)

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

Post by Scots Dragon » Fri Sep 15, 2017 2:44 am

Thorpocalypse wrote:
Fri Sep 15, 2017 2:37 am
Scots Dragon wrote:
Fri Sep 15, 2017 2:24 am
Ares wrote:
Fri Sep 15, 2017 2:18 am
I think it all depends on the hero. The "trenchcoat as a different type of cape" thing CAN work well, but like any look you need the right design to pull it off. I think Gambit looks alright, really, Rogue as well, the Midnighter could generally pull his look off, etc. It just can't be overused. Superboy's original outfit was okay, though it bordered on being busy. I frankly wish they'd bring Kon back and give him something like that outfit, rather than the Tron-style look he sported or the "t-shirt and cargo pants" non-costume he wore for a while. I don't think the outfit being on Kara really helps or hurts the look of the outfit either way.
I kinda like the jacket look personally, especially with shorter jackets a la Rogue and Superboy given that it's only a skip and a hop to metalhead and punk rock fashions and I'm all over those scenes like a bad rash. I sort of count longer jackets along the Gambit and Midnighter mould to be more or less their own thing.
I do love the trench coat look that Constantine and others pull off, but like Ares' says, it's getting a bit overused. When I finally get around to making my comics, my hero will have a Member's Only Jacket and stone washed jeans, like a real hero should. :)

Because really, it's all about the JACKET. 8-)
I give the look to precisely one of my own original characters because I do agree that it can indeed be overused and doesn't fit every character. The one I give it to is kind of a half-way clone of the Jenny Sparks type heroine (and a half-way clone of Magneto, complete with his powerset, leaning a bit on 'Magneto was right'), and thus sort of has to wear a leather jacket.
Formerly known as Narsil on the ATT and Ronin Army forums.

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

Post by Jabroniville » Fri Sep 15, 2017 3:34 am

Trenchcoats and jackets have always looked plenty cool - the issue was always over-use, plus it looks a bit dated due to the surge of them in the '90s. There's a reason the Jabverse calls guys "trenchcoaters" :).

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