Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Flash Man & Quick Man

Post by Jabroniville »

Image

FLASH MAN (Mega Man 2)
PL 10 (160)
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 5 (Feats: Accurate 2) (Extras: Multiattack) [17]
"Time Stopper" Affliction 10 (Speed; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 30ft. Burst, Extra Condition) [30]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Blaster +12 (+5 Ranged Damage, DC 20)
Time Stopper +10 Area (+10 Affliction, DC 20)
Initiative +8

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

Complications:
Vulnerable (Metal Blade)- Metal Man's Metal Blade does extra damage to Flash Man.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 47 / Defenses: 12 (160)

-Flash Man is kinda funny, because you'd think "Time Stopper" would be the Time Stop power (note: back in 2nd Edition, that was a thing... wow, it's been so long I'd actually have to look up what the hell that Power was), but it's really not- he can shoot you while you're frozen in mid-air (normal Time Stop disallows this), it's Instant in Duration and doesn't last for a long time. He can affect robots and machinery and stuff, so it's got a Save to Speed instead of Will. You'd think this would be an awesome power to have, but it's pretty weak- most Bosses but Quick Man won't even be affected, and you can't shoot any of your attacks while anyone's frozen, completely limiting it's abilities. Therefore, Mega Man's variant is not nearly as good.

Bestows the:
"Time Stopper" Affliction 10 (Speed; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited to Mooks) [20]

Image

"I'm Quick Man, dressed in red.
Got a yellow boomerang attached to my head"


QUICK MAN (Mega Man 2)
PL 10 (147)
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]

"Quick Boomerang" Blast 9 (Feats: Accurate, Homing 2, Ricochet 2, Split) [24]
Speed 5 (60 mph) [5]
Enhanced Advantages 2: Improved Initiative 2 [2]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Quick Boomerang +10 (+9 Ranged Damage, DC 24)
Initiative +16

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

Complications:
Vulnerable (Time Stopper)- Flash Man's Time Stopper does extra damage to Quick Man- not only that, but it actually CAUSES HIM DAMAGE to be frozen!

Total: Abilities: 30 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 31 / Defenses: 15 (147)

-Quick Man's the last of the Mega Man 2 bosses I'm statting, and is quite the pain... unless you can drain most of his energy off just by using Time Stopper on him- the thing actually HURTS HIM. Otherwise, he's kind of like a Speed-having Cut Man.

Bestows the:
"Quick Boomerang" Blast 7 (Feats: Homing 2, Ricochet 2, Split) [19]
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Mecha Dragon

Post by Jabroniville »

ImageImage

MECHA DRAGON
PL 10 (119)
STRENGTH
10 STAMINA -- AGILITY -1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Intimidation 8 (+6, +10 Size)
Ranged Combat (Fireballs) 4 (+10)

Advantages:
All-Out Attack, Close Attack 2, Ranged Attack 4, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Flight 4 (30 mph) [8]
Protection 2 [2]

"Giant Robot" Growth 8 (Str & Toughness +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]
"Fireballs" Blast 10 (Feats: Knockback 2) (Extras: Multiattack) [32]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Fireballs +10 (+10 Ranged Damage, DC 25)
Initiative +8

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

Complications:
Vulnerable (Quick Boomerang)- The Quick Boomerang is +4 to hit the Mecha Dragon, owing to its unique flight pattern.

Total: Abilities: 2 / Skills: 12--6 / Advantages: 8 / Powers: 89 / Defenses: 14 (119)

-Just throwing a famous mid-boss out there. The Mecha Dragon showed up in Mega Man 2's famous "Dr. Wily" stage, flying across some tiny platforms, requiring you to jump up and down them to keep hitting him as he shot fire at you. Besides the jumping, he's not that tough- especially with his weakness, but he's a fun little build. Big, strong and stupid, just like a giant metal monster should be.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

DOS Bosses

Post by Jabroniville »

Image
Image

MEGA MAN 3 (DOS) BOSSES
PL 8 (96)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
All-Out Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 6

Powers:
"Robot Master Frame"
Immunity 30 (Fortitude Effects) [30]
Leaping 2 (30 feet) [2]
"Robotic Frame" Protection 6 [6]

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

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +3

Complications:
Vulnerable (Other Weapons)- Each Boss is weak to at least one other guy's weapon.

Total: Abilities: 22 / Skills: 16--8 / Advantages: 19 / Powers: 38 + xx / Defenses: 9 (96)

-Yes, they really made Mega Man games for the DOS. These little monstrosities are considered nigh-unplayable and really terrible, feature a chubby (albeit more-detailed) hero, and have all-new, all-terrible Robot Masters for you to fight. Mega Man was, naturally, followed by Mega Man 3, because SCREW the number two, that's why! The first game featured only three Robot Masters, while the second had six.

-These guys are weak as far as Robot Masters go, and have horribly-predictable fighting styles- consisting of simply jumping left or right, throwing out the occasional blast from their lame weapons. Every one gives you a weapon, but they ultimately suck worse than the Mega Buster, because despite possibly doing more damage per-shot, they can't be Multiblasted out like the Buster can, and so you actually do more damage sticking to your basic weapon. 3-4 shots with their weakness, and they're done. It's so quick that you can't even see their attack patterns on YouTube clips.

THE FIRST GAME:
SONIC MAN- PL 9 (108): "Sonic Blaster" Blast 8 (Feats: Split 2, Improved Critical, Accurate) (Easily Removable) [12]
-Sonic Man is in an aquatic stage, and lobs three little "bombs" your way, which sit on the ground for a second, making him a trifle hazardous. Oddly, when you beat him, you gain a weapon that Ricochets like the Gemini Laser. It's actually rather useful, as its wide arc allows you to hit those annoying "small" enemies- Mega Man's greatest nemesis.

VOLT MAN- PL 11 (125): Force Field 8 Linked to Aura 5, Electrical Damage 8 (Area- 30ft. Line), Defenses -2 [25]
-Volt Man is indestructible when he puts up his Force Field (instead of Immunity to Damage, I just gave him a ridiculous Toughness score- +16 overall!), but he has to turn it off to shoot out his Blast. The Sonic Blaster will go straight through it, however. His Force Field makes Mega Man temporarily invincible to a single hit before turning off.

DYNA MAN- PL 8 (113): Blast 8 (Feats: Indirect- From Above) [17]
-Dyna Man looks ridiculous, stands like Joffrey in Game of Thrones, and shits out little bombs that drop beneath him like little metal turds. The Force Field messes up his bombs and won't allow them to hit you. His Nuclear Detonator gives Mega Man the ability to do Triggered Damage, powerful enough to destroy blocks.

THE SECOND GAME:
BIT MAN- PL 9 (114): "Drill Bit" Blast 9 [18]
-Bit Man is a Boss from the Mega Man 3 game for DOS computers. He's sort of a combination of Crash Man's arms and Spark Man's head, and shoots electrically-charged drill bits at our hero. He's vulnerable to Torch Man's "Torch Arm" attack. He's invulnerable until he fires his Drill Bit, at which point you can shoot him.

WAVE MAN- PL 8 (120): "Water Shooter" Blast 8 (Extras: Multiattack) [24]
-Wave Man is basically a modified Air Man from Mega Man 2, and throws around a multiattack thing that launches several bombs that spread out the further they travel. The Shark Boomerang does the most damage to him.

TORCH MAN- PL 9 (112): "Torch Arm" Blast 8 [16]
-Torch Man is, naturally, found at the end of a level consisting of sewer pipes and a drainage system, which leads to his... water-filled lair. TORCH. MAN.

BLADE MAN- PL 9 (120): "Blade Launcher" Blast 8 (Extras: Multiattack) [24]
-Blade Man shoots out throwing stars, but is easily killed by the Drill Bit.

OIL MAN- PL 8 (112): "Oil Stream" Blast 8 [16]
-Oil Man works in an oil refinery, and is vulnerable to the Blade Launcher.

SHARK MAN- PL 8 (119): "Shark Boomerang" Blast 8 (Feats: Homing), Swimming 4, Environmental Adaptation- Underwater [23]
-Shark Man swims about his stage, and was re-used for a much later, Japanese games. His stage is the most inventive of the game, and actually involves a lot of SWIMMING, which is highly unusual for this series. More unusual, however, is the fact that the stage is lifted entirely from the NES version of The Little Mermaid!
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Mega Man 3

Post by Jabroniville »

MEGA MAN 3:
Next up is another series of villains from the "Golden Age" of the original numbered series- Mega Man 3. It's very beloved by a lot of fans (such as Man Called True- a poster who was commenting on every single Mega Man-related thing I did back in 2010, which reminds me of how I used to notice various posters pop up only when I did certain things, at which point they'd disappear from the thread again :)), having some classic villains and concepts, new abilities (Rush makes his debut, and Mega Man's ability to "Slide" dash is introduced), and it isn't quite as nad-receding in horrible difficulty as Mega Man 2, but its creator admits that he considers it one of his least favourite games, not being given enough time to put the finishing touches on it: http://megaman.wikia.com/wiki/Keiji_Inafune.

Still, pretty awesome game.
scc
Posts: 267
Joined: Sun Nov 06, 2016 11:13 pm

Re: Fujiko

Post by scc »

Jabroniville wrote: Sat Sep 09, 2017 8:01 pm
Shock wrote: Sat Sep 09, 2017 4:02 pm
scc wrote: Sat Sep 09, 2017 3:00 pm Wasn't she gigantic in one episode? I never saw the show but saw that part. Was that a dream Lupin was having?
Sounds more like a dream Jab was having
HEY!!! Why is my bed all sticky this morning!??!
Image

I assume you knew about this but here you go. What was that episode about?
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Needle Man & Snake Man

Post by Jabroniville »

Image

NEEDLE MAN (Mega Man 3)
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]

"Needle Cannon" Blast 8 (Feats: Accurate 2, Improved Critical) (Extras: Multiattack) (26) -- [27]
  • AE: "Extending Needle" Strength-Damage +2 (Feats: Accurate, Improved Critical 2, Reach 2) (7)
Offense:
Unarmed +10 (+6 Damage, DC 21)
Extending Needle +10 (+8 Damage, DC 23)
Needle Cannon +12 (+8 Ranged Damage, DC 23)
Initiative +8

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

Complications:
Vulnerable (Gemini Laser)- Gemini Man's Gemini Laser does extra damage to Needle Man.
Disabled (No Hands)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 26 / Defenses: 12 (139)

-Needle Man's kind of a dumb idea (Spike Man; now THAT sounds a little bit intimidating), and was a pretty easy boss to kill, though he had a unique combo of melee weapon and Blast. Not a bad weapon, as most "more powerful than the Mega Buster" standard Blasts were. 

Bestows the:
"Needle Cannon" Blast 7 (Extras: Multiattack) [21]

Image

SNAKE MAN (Mega Man 3)
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), Favored Environment (Enclosed Spaces), Improved Hold, 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 9 [9]

Movement 1 (Slithering) [2]
"Search Snake" Summon Minion 4 (Extras: 2 Minions +2, Controlled, Horde) [24]

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

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +9, Fortitude --, Will +4

Complications:
Vulnerable (Needle Cannon)- Needle Man's Needle Cannon does extra damage to Snake Man.
Disabled (No Hands)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 24 / Powers: 41 + 24 / Defenses: 14 (144)

-Snake Man's very unusual in that he's got an animal theme (the first Robot Master to do so) and summons little robots to do damage for him. These "Search Snakes" trail along the ground while Snakey himself leaps about to nail you, making him a very tough boss. He's one of the best designs of Mega Man 3, getting an outfit that'd make Copperhead of the DCU jealous, and easily holding up against any other boss character. Both he & Mega Man get the same ability, which essentially brings out these little suicidal snakes (robotic versions of my old King Cobra build, minus some size) that will attack you no matter where you go.

Bestows the:
"Search Snake" Summon Minion 4 (Extras: 2 Minions +2, Controlled, Horde) [24]

SEARCH SNAKE
PL 6 (49), Minion Rank 4
STRENGTH
-3 STAMINA -- AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Perception 4 (+4)
Stealth 2 (+4, +8 Size)

Advantages: 
Improved Initiative

Powers:
Senses 3 (Scent, Extended Scent, Infravision) [3]
"Bite" Damage 4 (Feats: Accurate 3) [7]
Movement 1 (Slithering) [2]
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [9]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +4 (+4 Damage, DC 19)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude --, Will +0

Complications:
Disabled (No Hands, Mute)

Total: Abilities: -12 / Skills: 6--3 / Advantages: 1 / Powers: 55 / Defenses: 2 (49)
Last edited by Jabroniville on Sun Sep 10, 2017 7:14 am, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: Fujiko

Post by Jabroniville »

scc wrote: Sat Sep 09, 2017 10:41 pm
Jabroniville wrote: Sat Sep 09, 2017 8:01 pm
Shock wrote: Sat Sep 09, 2017 4:02 pm

Sounds more like a dream Jab was having
HEY!!! Why is my bed all sticky this morning!??!
Image

I assume you knew about this but here you go. What was that episode about?
And today became a good day.
User avatar
KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

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

Post by KorokoMystia »

The DOS bosses (and the games they come from) are so terrible, but even terrible characters deserve to be statted, so it's good that they're here. In a campaign, just use them as disposable jobbers to throw at Mega Man or something.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Gemini Man & Magnet Man

Post by Jabroniville »

Image

GEMINI MAN (Mega Man 3)
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 6, Startle

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

"Arm Cannon" Blast 5 (Feats: Accurate 2) [12]
"Gemini Clone" Summon Duplicate 9 (Feats: Mental Link) (Extras: Heroic +2) (Flaws: Feedback) (28) -- [29]
  • AE: "Gemini Laser" Blast 9 (Feats: Accurate) (20)
Offense:
Unarmed +10 (+6 Damage, DC 21)
Arm Cannon +12 (+5 Ranged Damage, DC 20)
Gemini Laser +10 (+9 Ranged Damage, DC 24)
Initiative +8

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

Complications:
Vulnerable (Search Snake)- Snake Man's Search Snakes do extra damage to Gemini Man.
Disabled (No Hands)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 41 / Defenses: 12 (156)

-Gemini Man's a tricky bastard, having the then-unique ability to split off a clone of himself, bouncing around the room (after a REALLY hard stage, though not as bad as Guts Man's still) with mini-Blasts from his Arm Cannon. Once you knock him down a bit, one clone vanishes and he starts using his main weapon, the Gemini Laser on you. This is handled by a Blast AP'd off of Duplication

Bestows the:
"Gemini Laser" Blast 8 (Feats: Ricochet 3) [19]

Image

MAGNET MAN (Mega Man 3)
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, Uncanny Dodge

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

"Magnet Missile" Blast 9 (Feats: Accurate, Improved Critical 2, Split, Indirect, Homing) [24]
"Magnetic Pull" Move Object 5 (Extras: Perception-Ranged) (Flaws: Limited to Ferrous Materials) (10) -- [11]
  • AE: "Machine Control" Animate Objects 5 (10)
Force Field 5 (Extras: Impervious) (Flaws: Limited to While Pulling, Immobile -2) [1]

Offense:
Unarmed +8 (+7 Damage, DC 22)
Magnet Missile +10 (+9 Ranged Damage, DC 24)
Initiative +16

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

Complications:
Vulnerable (Spark Shock)- Spark Man's Spark Shock does extra damage to Magnet Man.
Vulnerable (Shadow Blade)- Shadow Man's Shadow Blade does extra damage to Magnet Man.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 23 / Powers: 41 + 36 / Defenses: 13 (154)

-Magnet Man's a cool concept, but pretty weak in execution- his hyper-predictable pattern makes him one of those "you can beat him with the Mega Buster alright" bosses, in addition to having two OTHER weaknesses to other Masters' attacks. His level's a hyper-pain, though, like most of these guys. He has a few nifty tricks (Homing Blast, Magnetic Control- and since Mega Man's a robot, he's affected, and an Impervious Force Field), but is overall one of the weaker bosses. His attack has a weird effect, allowing you to fire it out, and it tracks horizontally before "locating" the enemy and flying vertically towards them. 

Bestows the:
"Magnet Missile" Blast 8 (Feats: Indirect, Homing) [18]
Last edited by Jabroniville on Sun Sep 10, 2017 12:27 am, edited 1 time in total.
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

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

Post by KorokoMystia »

Gemini Man and Snake Man are cool, I think. Also, a note for when you get to Plant Man: In the Power Battles/Power Fighters games, he actually fires shots from his arm cannon.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Hard Man & Spark Man

Post by Jabroniville »

Image

HARD MAN (Mega Man 3)
PL 10 (142)
STRENGTH
8 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 Hold, Improved Initiative, Power Attack, Ranged Attack 6, Startle, Uncanny Dodge

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

"Hard Knuckle" Blast 9 (Feats: Accurate, Improved Critical, Split, Indirect, Homing 3) (24) -- [25]
  • AE: "Ground Tremor" Affliction 8 (Athletics; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Limited Degree, Limited to Grounded Opponents) (8)
Offense:
Unarmed +8 (+7 Damage, DC 22)
Magnet Missile +10 (+9 Ranged Damage, DC 24)
Initiative +16

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

Complications:
Vulnerable (Magnet Missile)- Magnet Man's Magnet Missile does extra damage to Hard Man.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 24 / Powers: 42 + 25 / Defenses: 8 (142)

-This guy's name doesn't even make sense- or have any battlefield applications. He's not any more durable than the other Robot Masters- he's just another guy, who happens to fire fists like missiles, and can stun you by stomping on the ground. I gave him some Sumo-related stuff, since apparently that's an interest of his. The Hard Knuckle isn't that great, though- it's far too delayed.

Bestows the:
"Hard Knuckle" Blast 8 (Feats: Indirect, Homing) (Drawbacks: Inaccurate) [17]

Image

SPARK MAN (Mega Man 3)
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]

"Spark Shock" Blast 10 (Feats: Accurate, Improved Critical 2) (23) -- [24]
  • AE: Damage 8 (Extras: Area- 30ft. Burst) (16)
Offense:
Unarmed +10 (+6 Damage, DC 21)
Spark Shock +10 (+10 Ranged Damage, DC 25)
Initiative +16

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

Complications:
Vulnerable (Shadow Blade)- Shadow Man's Shadow Blade does extra damage to Spark Man.
Disabled (No Hands)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 24 / Defenses: 12 (139)

-Spark Man's like a crappier Elec Man, though his powers work much differently. Again, another Robot Master with no hands. The Spark Shock he gives Mega Man works a bit differently, as he can Stun guys with it (Toughness Save, to show how he does it to Robots) in addition to doing regular damage. 

Bestows the:
"Spark Shock" Blast 7 Linked to Affliction 6 (Toughness; Dazed/Stunned/Incapacitated) (Extras: Ranged) [26]
Last edited by Jabroniville on Sun Sep 04, 2022 5:34 am, edited 2 times in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Top Man & Shadow Man

Post by Jabroniville »

Image

TOP MAN (Mega Man 3)
PL 9 (153)
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]

"Top Spin"
Immunity 5 (Entrapment Effects) [5]
Spinning Aura 8 (Flaws: Limited to While Spinning, Distracting) [16]
Protection 4 (Flaws: Reduced Defenses 2, Limited to While Spinning) [1]

"Top Blast" Blast 5 (Feats: Accurate 2, Improved Critical) (Extras: Multiattack) [18]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Top Blast +12 (+5 Ranged Damage, DC 20)
Initiative +16

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+12 Spinning), Fortitude --, Will +4

Complications:
Vulnerable (Hard Knuckle)- Hard Man's Hard Knuckle does extra damage to Top Man.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 22 / Powers: 40 + 40 / Defenses: 12 (153)

-Top Man's RIDICULOUSLY easy compared to the other Robot Masters. He just spins around invincibly for a bit, then stops to let you attack him. His pattern's as simple as "move from one side of the screen to the other", and even an amateur could probably beat his brains in. Plus, his weapon totally blows- you get hurt when you get hit while Spinning, unlike Top Man himself (who's invincible, as shown by a +13 Toughness Save while Spinning. He's vulnerable if not), and it Drains ultra-quickly. Pretty much caps off one of the lamer concepts. And how do you run out of cool ideas after 2 games- I mean, TOP MAN? You'd think it'd be Mega Man 13 before they'd have to sink THAT low.

Bestows the:
"Top Spin" Strike Aura 8 (Flaws: Distracting) [24]

Image

SHADOW MAN (Mega Man 3)
PL 10 (156)
STRENGTH
7 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

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

Advantages: 
All-Out Attack, Close Attack 2, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Initiative, Power Attack, Ranged Attack 6, Startle, Uncanny Dodge

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

"Shadow Blade" Blast 9 (Feats: Accurate, Homing 2, Ricochet 2) (Extras: Penetrating 4) (Diminished Range -1) [26]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Shadow Blade +10 (+9 Ranged Damage, DC 24)
Initiative +16

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +9, Fortitude --, Will +4

Complications:
Vulnerable (Top Spin)- Top Man's Top Spin does extra damage to Shadow Man.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 25 / Powers: 40 + 26 / Defenses: 15 (156)

-Shadow Man's pretty cool actually, being a ROBOT NINJA (surprisingly not called Ninja Man). He's easy with the Top Spin, however, and is mainly just a guy who gives you another standard "Better Blast" Power, like Cut Man & Metal Man do. The blade is described as "Corrosive" on the Shadow Man bio on Mega Man Wiki, but in effect it's just a standard Blast power, albeit with a smaller "Quick Boomerang"-style attack pattern. Shadow Man himself is one of the more expensive Robot Masters, having a handful of Ninja Skillz on top of being a good, accurate fighter with some talent. In various side-games, he gains some ninja-powers (frog summoning, after an old mythical ninja master named Jiraiya), but those could easily replace his Equipment & Minions scores from the standard games.

Bestows the:
"Shadow Blade" Blast 9 (Feats: Homing 2, Ricochet 2) (Extras: Penetrating 4) (Diminished Range -1) [25]
RainOnTheSun
Posts: 1153
Joined: Wed May 03, 2017 7:20 am

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

Post by RainOnTheSun »

All right. I see your Duane and Brand0, and raise you this. In particular, I raise you this.

And I've always liked this, too.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

Some Mega-notes:
* When I first posted Mega Man builds in 2010, I was actually almost FOUR YEARS into my thread- way later than I thought. In fact, it was barely another year until 3rd edition came out, and I left 2e behind entirely. Apparently my last 2e build ever was Songbird.

* Translating 2e builds to 3e is so weird, now. I mean, I used to do it ALL THE TIME when I had to transfer over everything, but I think at first I was just building 3e guys from the ground up, rather than going to the 2e standards. I think the last time I did this translating was for those "Euroforce" guys (hey Woodclaw! Remember them?), because I just wanted to get them out of the way in 3e :). But looking at the little rule shifts now is odd, because I see things like "Dodge Focus" and "Improved Overrun" and am like "wha--?" I don't remember ANY of that stuff anymore!

* Back in those days, I remember seeing a lot of random posters in my thread. Nowadays it's a steady crew, though some pop in and our periodically. But back before 3e came out and the fanbase dwindled a bit on the forums thanks to lack of updates from Green Ronin, and a general drop in RPGs as a hobby, I noticed that the very-busy ATT would often have one or two new names come into my thread during the posting of something they cared about, and then they'd drop out, never to be seen again, once I was finished. I used to notice this ALL THE TIME in 2nd Edition, but by 3e, this mysteriously vanished.

I bring this up because of "Man Called True" popping up all over the place in my initial Mega Man posting, always with neat little opinion bits here and there.

* Heavens, I had no idea how annoying it'd be that some guys have Blasts, and some guys have Area Effects. This meant that I couldn't bury "Improved Critical" up in the Advantages, because some guys had no use for it! So I had to write it out EVERY SINGLE TIME, which is both annoying and prone to not happening because I forgot. It also reminds me of 2e's "Targetted Area Effects" rule, which was like an Area Effect you had to aim, meaning you could amp it up with Power Attack and stuff like that. 3e dumped it, probably because it's unbalance as balls to Power Attack whole groups of people with it.

* I keep with the "2 guys per post" thing, because I find that spamming out eight+ guys per day would fill up pages really quickly. I actually calculated it out because I'm a nerd, and I felt like 5+ pages for JUST the Robot Masters was a little excessive, since they're pretty short bios.
Last edited by Jabroniville on Sun Sep 10, 2017 7:50 am, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: Fujiko

Post by Jabroniville »

I'll post some of Man Called True's comments, because I found them interesting back in the day:
Ah, finally you're getting into the good stuff! MM2 had its improvements, but MM3 was the first sequel to actually change the basic flow of things.

The proper order, off the top of my head: Magnet Man - Hard Man - Top Man - Shadow Man - Spark Man; Needle Man - Snake Man - Gemini Man (in any order you like - those three are their own weakness triangle).

Inafune's regrets aside, I still prefer 3 over any others, not least of which being it's the first and thus far only one I've ever beaten. Oddly enough, my second-place is 4. In large part because they have the best music of the series. (5 is the absolute worst of the lot; 6 had some good ideas, but too little, too late.)

Another high point of 3: Proto Man's first appearance, and the introduction of his signature whistle.
Last edited by Jabroniville on Sun Sep 10, 2017 7:13 am, edited 1 time in total.
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