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

Where in all of your character write ups will go.
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KorokoMystia
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Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab's Builds! (GoGo! Fred! Yokai! Lori Lemaris! Mega Man X!)

Post by KorokoMystia »

I think the animal theme allows for some creative designs, though a bunch of the later games's boss designs feel like they were phoned in. Also, a bit of an interesting thing to note: Zero didn't actually obtain his trademark saber until he was repaired in X2: In the first game, he just used his buster (which is still definitely more powerful than X's, considering it was able to damage VIle's Ride Armor and X's could not.)
Also, in news related to the games themselves, Capcom is going to release all 8 X games for current platforms (including PC). No idea if it's a collection or seperate releases, though.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Crystal Snail & Morph Moth

Post by Jabroniville »

Image

CRYSTAL SNAIL
PL 10 (168)
STRENGTH
6 STAMINA -- AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), Improved Initiative, Power Attack, Ranged Attack 8, 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]

"Blob Toss" Blast 7 (Extras: Multiattack) (21) -- [22]
  • AE: "Shell Slam" Strength-Damage +2 (Feats: Improved Critical) (3)
"Stun Field" Affliction 5 (Athletics; Vulnerable & Hindered) (Extras: Area- 60ft. Burst +2, Reaction +3, Extra Condition) (Flaws: Limited to When Damaged, Limited Degree -2) [20]
"Rocket Shell" Flight 3 (16 mph) [6]
"Hard Shell" Protection 2 [2]

Offense:
Unarmed +12 (+6 Damage, DC 21)
Shell Slam +10 (+8 Damage, DC 23)
Stun Field +5 Area (+5 Affliction, DC 15)
Blob Toss +10 (+7 Ranged Damage, DC 22)
Initiative +8

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

Complications:
Weakness (Magnet Mine)- Crystal Snail takes extra damage from the Magnet Mine.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 25 / Powers: 40 + 50 / Defenses: 8 (168)

-This guy's stage has a lot of ice in it, and some painfully unfair bits (like a blind drop onto inta-kill spikes immediately following an optional Mid-Boss battle), and gives you the "Imaging Helmet" which is almost never useful (you can use it to locate hidden passageways and power-ups at a few moments in the game). Crystal Snail himself has a decent design, though I wish he was a bit bigger and more powerful-looking- he's relatively small, despite his shell. He's one of those annoying "invincible for 90% of the battle" bosses who leaps around inside his shell, and THEN he can make you slow down as, once you've done enough damage to him, he will start slowing you down for the rest of the battle. The gamers online find this guy INCREDIBLY tedious to fight as a result of his "slowdown" attack and the itty-bitty hit-windows available to you.

-Crystal Snail bestows a Crystal Hunter, which is a low-range Snare effect that can provide you a new platform upon which to stand. Somewhat handy!

Bestows the:
"Crystal Hunter" Affliction 7 (Strength; Dazed, Hindered & Vulnerable/Stunned, Immobile & Defenseless) (Extras: Ranged) (Diminished Range -1) [13]

Image

MORPH MOTH
PL 10 (159)
STRENGTH
6 STAMINA -- AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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 8 [8]

"Second Form- Robot Moth"
Flight 6 [12]
Blast 10 (20) -- [21]
  • AE: "Sprinkling Pollen" Damage 8 (Feats: Accurate) (9)
Morph 1 (Small Cocoon) (Feats: Metamorph) [6]

"First Form- Small Cocoon" Blast 5 (Feats: Accurate 2) (Extras: Multiattack) & Burrowing 2 (19)

Offense:
Unarmed +12 (+7 Damage, DC 22)
Blast +10 (+10 Ranged Damage, DC 25)
Sprinkling Dust +12 (+8 Damage, DC 23)
Spider Blasts +14 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

Complications:
Weakness (Magnet Mine)- Crystal Snail takes extra damage from the Magnet Mine.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 24 / Powers: 40 + 39 / Defenses: 11 (159)

-This guy actually looks pretty cool- he's sort of like DC's Killer Moth as a killer robot. He starts the battle as a small cocoon-thing that swings around on a web, tossing garbage in random directions (VERY tough if you want to avoid any kind of damage), but partway through he comes in as a moth-bot with a nasty Blast and some damaging "pollen". At this point he packs a wallop, but has already taken a bit of damage.

Bestows the:
"Silk Shot" Blast 8 (Feats: Variable- Metal, Crystal or Plant Depending Upon Terrain) (17) -- [18]
  • AE: "Magnetize" Move Object 2 (Extras: Area- 30ft. Burst) (Flaws: Limited to Ferrous Materials, Limited to Towards X) (2)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Builds! (GoGo! Fred! Yokai! Lori Lemaris! Mega Man X!)

Post by Jabroniville »

M4C8 wrote: Mon Dec 18, 2017 3:10 pm
Jabroniville wrote: Mon Dec 18, 2017 7:42 am
StarGuard wrote: Mon Dec 18, 2017 5:35 am If the votes are yet to be tallied I vote LoSH and Overwatch ... sadly I have no knowledge of this Mega-Man material :(
No prob- these will take a week at most, and then it's Primal Rage, Gargoyles and some Then probably Overwatch, which is now winning.

Nobody voted for poor Wolverine and Disney, sadly...
I was going to vote for Wolverine posts but for some reason I thought you said you were already doing them :?
Huh- maybe I did. I plan on doing them EVENTUALLY, of course, as they contain some guys who haven't been translated even to RA yet.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Overdrive Ostrich & Wheel Gator

Post by Jabroniville »

Image

OVERDRIVE OSTRICH
PL 10 (148)
STRENGTH
6 STAMINA -- AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 2 (+12)
Intimidation 6 (+6)
Perception 3 (+3)
Ranged Combat (Sonic Slicer) 2 (+12)
Technology 3 (+3)

Advantages:
All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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 8 [8]

"Sonic Slicer" Blast 8 (Feats: Indirect- From Above) (Extras: Multiattack) (25) -- [26]
  • AE: "Jump Kick" Strength-Damage +2 (Feats: Improved Critical) (3)
Speed 3 (16 mph) [3]

Offense:
Unarmed +12 (+6 Damage, DC 21)
Jump Kick +10 (+8 Damage, DC 23)
Sonic Slicer +12 (+8 Ranged Damage, DC 23)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4

Complications:
Weakness (Crystal Hunter)- Overdrive Ostrich takes extra damage from the Crystal Hunter- it even stuns him temporarily.

Total: Abilities: 34 / Skills: 20--10 / Advantages: 24 / Powers: 40 + 29 / Defenses: 9 (148)

-Overdrive Ostrich has a fun-looking stage that features a Speedbike you can ride! That makes things very fast-paced (but of course you can lose it easily). There's even a rocket ship you can blow up! Ostrich himself has a pretty solid design- essentially an ostrich head and neck sticking out of a man-shaped robotic body, giving him a more impressive silhouette than if he was just some bird. His attacks are mostly just running at you, then throwing out a quintet of falling boomerang-shaped things.

Bestows the:
"Sonic Slicer" Blast 8 (Extras: Multiattack) (Flaws: Multiattack Requires Full-Round Charge) [20]

Image

WHEEL GATOR
PL 10 (153)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 2 (+13)
Intimidation 6 (+6)
Perception 3 (+3)
Ranged Combat (Blasts) 2 (+12)
Technology 3 (+3)

Advantages:
All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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 8 [8]

Burrowing 3 [3]
"Spiked Wheels" Blast 8 (Feats: Ricochet 1) (Extras: Multiattack) (25) -- [27]
  • AE: "Spin Wheel" Damage 8 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Along Walls & Ceilings) (12)
  • AE: "Drill Form" Strength-Damage +2 (Extras: Multiattack 9) (11)
Offense:
Unarmed +13 (+6 Damage, DC 21)
Spiked Wheel +10 (+8 Ranged Damage, DC 23)
Tracking Wheel +8 Area (+8 Damage, DC 23)
Drill Form +11 (+9 Damage, DC 24)
Shurikens +10 (+7 Ranged Damage, DC 22)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

Complications:
Weakness (Strike Chain & Bubble Splash)- Wheel Gator takes extra damage from these two attacks.

Total: Abilities: 38 / Skills: 20--10 / Advantages: 24 / Powers: 40 + 30 / Defenses: 11 (153)

-This goofily-named boss looks like an armored version of Leatherhead, but is pretty tedious to fight, often hiding out below the "sludge" in his stage (which is a pretty simple Giant Tank that looks like him), throwing out Buzzsaw blades that trace along the walls. You have to watch out for his lethal "Spinning" attack that takes off a lot of damage, but really, this is just a tiresome-looking battle. He gives you the limited-use Spin Wheel, which just kind of moves along the floor, killing bad guys along the way.

Bestows the:
"Spin Wheel" Damage 8 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Along Walls & Ceilings) [12]
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

X

Post by Jabroniville »

Image
Image

X
PL 10-11 (174-181)
STRENGTH
1 STAMINA -- AGILITY 6
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Athetics 13 (+14)
Expertise (Maverick Hunter) 12 (+14)
Perception 3 (+6)
Technology 5 (+7)

Advantages: 
All-Out Attack, Defensive Attack, Improved Aim, Improved Critical (Mega Blaster), Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 11

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
"Gyros & Stuff" Power-Lifting 3 [3]

"Power Boots"
"High Jump" Leaping 1 (15 feet) [1]
"Dash" Speed 2 (8 mph) [2]
"Wall Jump" Movement 1 (Wall-Crawling) [2]

"Imagers" Senses 2 (Vision Penetrates Concealment) [2]

8 Maverick Weapons (22-29 points +7 Alt-Effects) -- [32-39]
  • AE: "X-Buster" Blast 5 (Extras: Multiattack) (15)
      AE: "X-Buster Charge" Blast 7 (Flaws: Requires Full-Round Charge) (7)
    • AE: "Specialized Armor" Damage 8 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to After Accumulating Severe Damage) (16)
    Offense:
    Unarmed +8 (+1 Damage, DC 16)
    Mega Buster +13 (+5 Ranged Damage, DC 20)
    Charged Buster +13 (+7 Ranged Damage, DC 21)
    Initiative +6

    Defenses:
    Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +7, Fortitude --, Will +10

    Complications:
    Enemy (Sigma, Vile)
    Relationship (Dr. Cain)
    Relationship (Zero)- They're like, SUPER-devoted buddies.
    Power Loss (Special Weapons)- While the Mega Buster never loses energy, the Maverick-given weapons always will- E-tanks will be needed to refill them.
    Vulnerable (Spikes)- Giant flame blasts, bombs, dragon's fire and falling rocks? All low-yield attacks. Tiny spikes on the floor? Insta-kill. Even in the future.

    Total: Abilities: 40 / Skills: 38--19 / Advantages: 18 / Powers: 79-86 / Defenses: 18 (174-181)

    -X is our new protagonist, and is basically a Future Mega Man, but instead of a cutesy, friendly face and squat body, he's tall, lean and angry-looking. Seriously, this guy is as dour as friggin' Kratos. X was built in the past by Dr. Light to become a last-ditch weapon in case new threats arose- however, when his inert body was discovered by Dr. Cain (basically a Future Dr. Light in concept), he was used as the basis for a series of androids called "Reploids". Unfortunately, a series of them went "Maverick", necessitating the activation of X for combat.

    -X starts off relatively low-powered in the first game, but you can slowly gather weapons for both combat and travel purposes- the specialized boots are necessary for the Dashing & Wall-Jumping, so much so that the game won't even allow you to skip them. Other upgrades include better armor, a helmet for headbutting the occasional thing, Mario-style, and more. Later games build on this concept, though some of the powers given are rather odd.

    -Ultimately, X is a LOT more powerful than Mega Man all-around, sporting higher accuracy, Athletics and defenses- many Bosses become MUCH easier thanks to the sheer number of ways X can avoid contact. With several of the Maverick Weapons you gain hitting +8 Ranged Damage, X becomes a PL 11 fighter.
    Last edited by Jabroniville on Wed Dec 20, 2017 9:04 am, edited 1 time in total.
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    Arkrite
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    Re: Jab's Builds! (GoGo! Fred! Yokai! Lori Lemaris! Mega Man X!)

    Post by Arkrite »

    I would have swore that a part of the lore was that Doctor Light finished X but it needed nearly a forty year debug period to check for instabilities in the brand new AI/Personality.
    With that being the original premise for why these reploids were going crazy. They didn't get a long debug period for their AI's, just built and sent out into the world.

    Eventually I know that the Maverick virus idea was indicated to be from Zero as something Wiley had put in because... Wiley is insane?
    Jabroniville
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    Joined: Fri Nov 04, 2016 8:05 pm

    Re: Jab's Builds! (GoGo! Fred! Yokai! Lori Lemaris! Mega Man X!)

    Post by Jabroniville »

    Yeah, there's something like that in there. Personally, I find the in-universe backstory to be incredibly-pretentious and overwrought considering your enemies include a robotic sunflower.
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    Arkrite
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    Re: Jab's Builds! (GoGo! Fred! Yokai! Lori Lemaris! Mega Man X!)

    Post by Arkrite »

    Yeah, I get the feeling they just started rewriting it with every new game.
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    KorokoMystia
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    Re: Jab's Builds! (GoGo! Fred! Yokai! Lori Lemaris! Mega Man X!)

    Post by KorokoMystia »

    Jabroniville wrote: Tue Dec 19, 2017 2:17 am Yeah, there's something like that in there. Personally, I find the in-universe backstory to be incredibly-pretentious and overwrought considering your enemies include a robotic sunflower.
    The bad voice acting doesn't help either, but at least they got better voice actors..eventually.
    Jabroniville
    Posts: 24689
    Joined: Fri Nov 04, 2016 8:05 pm

    Re: Jab's Builds! (GoGo! Fred! Yokai! Lori Lemaris! Mega Man X!)

    Post by Jabroniville »

    MEGA MAN X3:
    -Another year saw the release of Mega Man X3, now settling entirely into the same old formula- this was the last game to hit the Super NES, as the system was actively being phased out in favor of the "Next Generation" of consoles, though it'd be some time before the series hit a Nintendo system again- having been Nintendo-exclusive for years (and a Wily Wars game coming out for the Genesis), it was a bit odd to see X take up space on the PlayStation, but the whole industry had changed by this point. Matter of point, both PS-X and Saturn received a 32-bit version of this game.

    -This game brings back the dastardly Vile from the first game, and is largely identical to the previous one. The reviews largely point this out- the game is excellent graphically and gameplay-wise, as always, but... it's Mega Man X. Play one, you've played 'em all. EXCEPT, of course, this is the first game in the series to do the obvious thing, and allow you to play as Zero! Zero is more limited than in other games in the series, but is still playable. If he's beaten in battle, you lose access to him for the rest of the game.

    -The story is pretty simple- a virus is infecting Reploids and turning them bad, and a guy named Dr. Doppler is responsible. X & Zero are sent out to defeat him, and of course Doppler was working for Sigma, creating a new body for the bad guy.
    Jabroniville
    Posts: 24689
    Joined: Fri Nov 04, 2016 8:05 pm

    Crush Crawfish & Blast Hornet

    Post by Jabroniville »

    Image

    CRUSH CRAWFISH
    PL 10 (141)
    STRENGTH
    6 STAMINA -- AGILITY 4
    FIGHTING 10 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

    Advantages: 
    All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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 8 [8]

    "Claws" Strength-Damage +6 (Feats: Reach 2) (Extras: Multiattack 12) (Inaccurate -1) [19]
    Movement 1 (Environmental Adaptation- Aquatic) [2]

    Offense:
    Unarmed +12 (+7 Damage, DC 22)
    Speed Burner +12 (+8 Ranged Damage, DC 23)
    Initiative +8

    Defenses:
    Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

    Complications:
    Weakness (Triad Thunder)- Crush Crawfish takes extra damage from the Triad Thunder.

    Total: Abilities: 34 / Skills: 18--9 / Advantages: 24 / Powers: 40 + 21 / Defenses: 13 (141)

    -This guy's got a pretty neat design- he's little, sinister and crouched down, but his pinsers are HUGE- bigger than his body, and resembling shears. The battle is rather easy, as he has no way of getting you if you're climing the wall properly, and he tends to follow a pattern. The "Snares" he throws are a bluff, and don't seem to actually do anything from what I can see. His stage isn't bad- it's a submarine you fight the long way across, but after blowing up the engine, it "tips", and you fight a much more vertically-inclined stage.

    Bestows the:
    "Spinning Blade" Blast 8 (Feats: Split) [17]

    Image

    BLAST HORNET
    PL 10 (153)
    STRENGTH
    6 STAMINA -- AGILITY 4
    FIGHTING 10 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

    Skills:
    Athletics 4 (+10)
    Close Combat (Unarmed) 3 (+13)
    Intimidation 6 (+6)
    Perception 4 (+4)
    Technology 3 (+3)

    Advantages: 
    All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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 8 [8]

    "Hornet Swarm" Blast 8 (Feats: Accurate, Homing 2, Ricochet) (Extras: Multiattack) [28]
    Flight 5 (60 mph) (Flaws: Winged) [5]

    Offense:
    Unarmed +13 (+6 Damage, DC 21)
    Hornet Swarm +12 (+8 Ranged Damage, DC 23)
    Initiative +8

    Defenses:
    Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

    Complications:
    Weakness (Gravity Well)- Blast Hornet takes extra damage from the Gravity Well.
    Power Loss (Homing & Ricochet)- Blast Hornet will not use either of these Feats unless he starts taking damage.

    Total: Abilities: 34 / Skills: 20--10 / Advantages: 24 / Powers: 40 + 33 / Defenses: 12 (153)

    -Blast Hornet's got a solid design and a REALLY big sprite, the latter of which makes it really hard to get around him. This gets worse when he's at 50% health, as he immediately starts spiraling around the room in a Figure-8, trying to "lock on" to you and throwing Homing Hornets in your general direction! His stage is pretty well-designed as an industrial scrapyard with lots of various holes and secrets to ferret out, which makes one YouTube playthrough person suggest his stage was designed first, as that's where all the best ideas end up. Beating Blast Hornet turns the red missile enemies in the other Stages into weaker, green forms, but his Parasitic Bomb isn't considered overly-good unless you Charge it, and your enemies are weirdly located around the room.

    Bestows the:
    "Parasitic Bomb" Blast 8 (16) -- [17]
    • AE: "Homing Hornet" Blast 8 (Feats: Homing 2, Ricochet) (Flaws: Requires Full-Round Charge) (11)
    Jabroniville
    Posts: 24689
    Joined: Fri Nov 04, 2016 8:05 pm

    Toxic Seahorse & Neon Tiger

    Post by Jabroniville »

    Image

    TOXIC SEAHORSE
    PL 10 (174)
    STRENGTH
    7 STAMINA -- AGILITY 4
    FIGHTING 10 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

    Skills:
    Athletics 4 (+10)
    Close Combat (Unarmed) 2 (+12)
    Intimidation 6 (+6)
    Perception 3 (+3)
    Ranged Combat (Acid Burst) 2 (+12)
    Technology 3 (+3)

    Advantages:
    All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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 8 [8]

    "Acid Burst" Blast 8 (Feats: Homing 2, Ricochet 5) Linked to Weaken Toughness 5 (Feats: Homing 2, Ricochet 5) (Extras: Ranged, Affects Objects) [45]
    "Acid Form" Insubstantial 1 [5]
    Movement 1 (Environmental Adaptation- Aquatic) [2]

    Offense:
    Unarmed +12 (+7 Damage, DC 22)
    Acid Burst +12 (+8 Ranged Damage, DC 23)
    Initiative +8

    Defenses:
    Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

    Complications:
    Weakness (Frost Shield)- Toxic Seahorse takes extra damage from the Frost Shield, and appears to suffer from a tendency to land on it as well...

    Total: Abilities: 36 / Skills: 20--10 / Advantages: 24 / Powers: 40 + 52 / Defenses: 13 (174)

    -This is a curious little design- he's got such a tiny body, but this long, extendable neck and tail, making it hard to figure out just what his silhouette is. His stage is a "Climbing"-themed Sewer Level, with falls and slides made of sludge that can push you in various directions. His "Acid Burst" attack bounces around the screen, making it hard to avoid given is HUGE character sprite- the neck and tail make him take up a large portion of the screen- it isn't really a "Weaken Toughness" attack in the game, but I figured I'd try and differentiate it from the standard Blasts you usually see with these builds. He's also the only Mega Man foe I can think of who can go Insubstantial, taking an "Acid Form" and disappearing off the stage briefly. The Acid Burst is a short-ranged attack with a handful of uses, but is largely good for killing off Mid-Bosses and certain enemies.

    Bestows the:
    "Acid Burst" Blast 8 (Diminished Range -1) Linked to Weaken Toughness 5 (Extras: Ranged, Affects Objects) (Dim. Range -1) [29]

    Image

    NEON TIGER
    PL 10 (150)
    STRENGTH
    7 STAMINA -- AGILITY 4
    FIGHTING 10 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

    Skills:
    Athletics 4 (+10)
    Close Combat (Unarmed) 2 (+12)
    Intimidation 6 (+6)
    Perception 3 (+3)
    Ranged Combat (Ray Splasher) 2 (+12)
    Technology 3 (+3)

    Advantages:
    All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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 8 [8]

    "Ray Splasher" Blast 8 (Extras: Multiattack) (24) -- [25]
    • AE: "Claw Slash" Strength-Damage +2 (Feats: Split, Improved Critical) (Extras: Penetrating 8) (12)
    Movement 1 (Wall-Crawling) [2]

    Offense:
    Unarmed +12 (+7 Damage, DC 22)
    Ray Splasher +12 (+8 Ranged Damage, DC 23)
    Claw Slash +10 (+9 Damage, DC 24)
    Initiative +8

    Defenses:
    Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

    Complications:
    Weakness (Spinning Blade)- Neon Tiger takes extra damage from the Spinning Blade.

    Total: Abilities: 36 / Skills: 20--10 / Advantages: 24 / Powers: 40 + 27 / Defenses: 13 (150)

    -Yeesh, that's an atrocious color scheme. Pink armor and green & purple bits all over him. His stage is pretty short and simple, but involves a giant Robo-Centipede Boss, and the character himself is a bit of a spaz, leaping out erratically and Blasting away with a random Multiattack kind of thing from his neon-tube tail. He also has a tendency to block unless he's in the middle of doing something, so it's REALLY hard to hit him. Your own version of his attack blasts out in HUGE clusters, making it one of the better weapons in the game.

    Bestows the:
    "Ray Splasher" Blast 8 (Extras: Multiattack) [24]
    Jabroniville
    Posts: 24689
    Joined: Fri Nov 04, 2016 8:05 pm

    Gravity Beetle & Tunnel Rhino

    Post by Jabroniville »

    Image

    GRAVITY BEETLE
    PL 10 (161)
    STRENGTH
    7 STAMINA -- AGILITY 4
    FIGHTING 10 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

    Advantages:
    All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), Improved Initiative, Power Attack, Ranged Attack 9, Startle

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

    "Gravity Balls" Blast 9 (Feats: Homing 6, Ricochet 3) (Extras: Multiattack) (36) -- [38]
    • AE: "Beetle Charge" Strength-Damage +2 (Feats: Dynamic, Improved Critical) (Extras: Penetrating 6) (10)
    • AE: "Gravity Well" Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Burst, Sustained +2) (28)
    Offense:
    Unarmed +12 (+7 Damage, DC 22)
    Gravity Well +11 (+9 Ranged Damage, DC 24)
    Beetle Charge +10 (+9 Damage, DC 24)
    Initiative +8

    Defenses:
    Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

    Complications:
    Weakness (Ray Splasher)- Gravity Beetle takes extra damage from the Ray Splasher, and it makes him behave erratically as well.

    Total: Abilities: 36 / Skills: 18--9 / Advantages: 25 / Powers: 40 + 38 / Defenses: 13 (161)

    -Not a bad look for this guy- Stag Beetles lend themselves well to bad-ass power armor, and this Maverick is no exception. His weakness renders him utterly useless and easily defeated, but without Ray Splasher, he produces some REALLY dangerous "Paired Gravity Balls" that grow fairly large before bouncing all over the screen, giving you two things to dodge as he alternates between those and just charging you. He calls his attacks in a REALLY obvious manner, but those energy balls are quite dangerous. Once he takes some damage, he fires up the "Gravity Well" that hangs at the top of the screen, damaging you if you touch it. However, this just makes the battle easier if you have Air Dash, because he then stops firing Gravity Balls at you!

    -The Gravity Well you get from him is a low-accuracy Blast that draws flying enemies in towards it, blowing them up. So a minor Utility Weapon.

    Bestows the:
    "Gravity Well" Blast 8 (Inaccurate -1) Linked to Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Limited to Flying Enemies) [23]

    Image

    TUNNEL RHINO
    PL 10 (139)
    STRENGTH
    8 STAMINA -- AGILITY 3
    FIGHTING 10 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

    Advantages:
    All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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]

    "Tornado Fang" Blast 8 (16) -- [17]
    • AE: "Drill Charge" Strength-Damage +2 (Feats: Dynamic, Improved Critical) (Extras: Penetrating 6) (10)
    Offense:
    Unarmed +12 (+8 Damage, DC 23)
    Tornado Fang +10 (+8 Ranged Damage, DC 23)
    Drill Charge +10 (+10 Damage, DC 25)
    Initiative +7

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

    Complications:
    Weakness (Acid Burst)- Tunnel Rhino takes extra damage from the Acid Burst, which also makes him flinch and stop his charges in mid-run.

    Total: Abilities: 36 / Skills: 18--9 / Advantages: 24 / Powers: 41 + 17 / Defenses: 11 (139)

    -Tunnel Rhino isn't quite as cool as a Rhino Robot should look, but he has a pretty dangerous drill attack that is difficult to predict, as he often stops at random points in his charge. This can often give players fits, and is one of the more dangerous melee attacks in the Mega Man games. Tunnel Rhino is keyed more towards toughness than your typical Maverick. The weapon you gain from him is pretty mediocre.

    Bestows the:
    "Tornado Fang" Blast 7 [14]
    Jabroniville
    Posts: 24689
    Joined: Fri Nov 04, 2016 8:05 pm

    Volt Catfish & Blizzard Buffalo

    Post by Jabroniville »

    Image

    VOLT CATFISH
    PL 10 (151)
    STRENGTH
    7 STAMINA -- AGILITY 4
    FIGHTING 10 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

    Advantages: 
    All-Out Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), Improved Initiative, Power Attack, Ranged Attack 10, Startle

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

    "Sparks" Blast 8 (Feats: Homing, Ricochet) (Extras: Multiattack) (26) -- [27]
    AE: "Trailing Lightning Ball" Damage 8 (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to Along Surfaces) (16)

    Offense:
    Unarmed +12 (+7 Damage, DC 22)
    Sparks +12 (+8 Ranged Damage, DC 23)
    Lightning Ball +8 Area (+8 Damage, DC 23)
    Initiative +8

    Defenses:
    Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude --, Will +4

    Complications:
    Weakness (Tornado Fang)- Volt Catfish takes extra damage from the Tornado Fang.

    Total: Abilities: 36 / Skills: 18--9 / Advantages: 26 / Powers: 40 + 27 / Defenses: 13 (151)

    -Good lord this guy looks dopey. Just a GIANT fish-mouth, a body that's entirely head, and itty-bitty arms and a tail. His stage is a big power plant with some REALLY hard to dodge enemies, a count-down to an explosion, and an appearance by the returning Vile. The Maverick himself is a pretty predictable foe, but his Sparks are really hard to dodge. Eventually, he starts throwing out random sparks, so the best thing to do is wait it out at the top of the screen. "Triad Thunder" is one of the better Maverick Weapons of the game, as I've seen players cleave their way through stages while using it as a powerful shield to kill all the enemies in front of them- its range is so tall and wide that you can clear whole screens! It can even Blast or trail along the ground!

    Bestows the:
    "Traid Thunder" Electrical Aura 8 (Feats: Accurate, Reach) (Flaws: Limited to Short Bursts) (26) -- [27]
    AE: Electrical Blast 7 (14)
    AE: "Trailing Lightning Ball" Damage 8 (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to Along Surfaces) (16)

    Image

    BLIZZARD BUFFALO
    PL 10 (146)
    STRENGTH
    9 STAMINA -- AGILITY 3
    FIGHTING 9 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

    Skills:
    Athletics 4 (+10)
    Close Combat (Unarmed) 2 (+12)
    Expertise (Ice Sculptor) 4 (+4)
    Intimidation 6 (+6)
    Perception 3 (+3)
    Technology 3 (+3)

    Advantages: 
    All-Out Attack, Close Attack, Defensive Attack, Equipment 10 (Semi-Difficult Base), Improved Critical (Boss Attack), 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]

    "Ice Ball Lob" Blast 7 (Feats: Accurate) (Extras: Multiattack) (22) -- [23]
    AE: "Buffalo Charge" Strength-Damage +1 (Extras: Penetrating 6) (7)

    Offense:
    Unarmed +12 (+8 Damage, DC 23)
    Ice Ball +12 (+7 Ranged Damage, DC 22)
    Buffalo Charge +10 (+10 Damage, DC 25)
    Initiative +7

    Defenses:
    Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +10, Fortitude --, Will +4

    Complications:
    Weakness (Parasitic Bomb)- Blizzard Buffalo takes extra damage from the Parasitic Bomb.

    Total: Abilities: 36 / Skills: 22--11 / Advantages: 25 / Powers: 42 + 23 / Defenses: 9 (146)

    -Now THIS design is more like it! Blizzard Buffalo (called "Bilzzard" in a mistranslated bit from the game) is a HUGE, white robo-buffalo character, and cuts a more impressive figure than a flopping catfish. He's so huge that his Boss Fight Lair is actually two screens wide, as opposed to one! However, he has a flaw in that if you "Air Dash" against him, he gets stuck in a "loop" where he just charges into the side of the screen. Fighting him otherwise isn't too difficult, though, as he lobs slow Ice Balls at you, though the fact that they stick up into little stalactites makes it a bit trickier (no way to really stat that out, though, as in an RPG a spike on the floor isn't a major hazard- in a 2-D Run & Gun game, it is). The "Frost Shield" you get from him sucks, as it takes too long to blast out.

    Bestows the:
    "Frost Shield" Blast 7 (Inaccurate -1) [13]
    Jabroniville
    Posts: 24689
    Joined: Fri Nov 04, 2016 8:05 pm

    Vile

    Post by Jabroniville »

    Image

    HowEVER did they come up with such an epic, original design?

    VILE
    PL 11 (151)
    STRENGTH
    6 STAMINA -- AGILITY 5
    FIGHTING 11 DEXTERITY 4
    INTELLIGENCE 3 AWARENESS 3 PRESENCE 0

    Skills:
    Athletics 6 (+12)
    Close Combat (Unarmed) 2 (+13)
    Deception 4 (+4)
    Intimidation 10 (+10)
    Perception 8 (+11)
    Ranged Combat (Blasts) 2 (+14)
    Technology 8 (+11)

    Advantages: 
    Accurate Attack, All-Out Attack, Defensive Attack, Equipment 7 (Various Gear), Improved Critical (Guns) 2, Improved Initiative 2, Power Attack, Ranged Attack 8, Startle

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

    Equipment:
    "Typical Gear"
    Blast 8 (Extras: Multiattack) (24)
    "Missiles" Blast 10 (Extras: Area- 30ft. Burst) (30)

    Offense:
    Unarmed +13 (+6 Damage, DC 21)
    Blasts +14 (+6-8 Ranged Damage, DC 21-23)
    Area Damage +10 (+10 Ranged Damage, DC 25)
    Initiative +13

    Defenses:
    Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +8, Fortitude --, Will +7

    Complications:
    Motivation (Killing)- Vile was known as a dangerous, reckless Maverick Hunter, and even after switching sides, he's just as likely to kill his foes without feeling anything.
    Enemy (X, Zero)- Vile holds a special level of disgust for the two robots responsible for killing him.

    Total: Abilities: 54 / Skills: 40--20 / Advantages: 23 / Powers: 41 / Defenses: 13 (151)

    -That moment where you're like "... wait a minute! That's just f*cking Boba Fett with purple coloring!"

    -I wasn't a big enough Star Wars fan to notice this as a kid, I guess. But yeah, this guy is just Purple Boba Fett. Vile is the infamous Sub-Boss of Mega Man X, appearing to curbstomp you a couple of times in the game, only to watch you get rescued by the uber-badass Zero. He's an arrogant, rotten character who works for Sigma, but has a more personal edge to hating X and Zero, and frequently argues with his boss. When you face him a second time, he defeats you, but Zero sacrifices himself to destroy Vile's otherwise-invincible Armor Mech (which can't even be hurt by the "Hadoken"!). This leaves him vulnerable to attack, at which point you can kill him.

    -A popular Sub-Boss, Vile of course makes a comeback, skipping a game and returning for Mega Man X3. Defeat him here, and you don't face him again until Mega Man X8. He still appears in various spin-offs and the like, often as a playable guy.

    -Vile uses Bombs, Blasts and a "Paralyzer Beam" in the first game (basically a Stun resisted by Toughness instead of Fortitude), but tends to vary his offense a little bit each time. I expect his Blasts go up to +8 Damage and least. His "Armored Suit" thing could be borderline invincible at times- boosting him to PL 12-13.
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