Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: Jab's MegaMan Builds: Metal, Quick, Air, Shadow & Magnet Man

Postby Man Called True » Fri Mar 05, 2010 8:19 pm

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.
I've forgotten more than some people will ever know... Of course, there's my problem...

My Character Stumblings
Man Called True
Supporting Cast
Supporting Cast
 
Posts: 136
Joined: Mon Feb 08, 2010 3:02 pm
Location: Minnesota, but not on any maps.

Re: Jab's MegaMan Builds: Metal, Quick, Air, Shadow & Magnet Man

Postby Jabroniville » Sat Mar 06, 2010 12:17 pm

Image

SPARK MAN (Mega Man 3)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 12 (+1) WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Handle Animal 4 (+4) -- He likes Electric Eels, apparently
Knowledge (Technology) 5 (+6)
Notice 5 (+5)

Feats:
All-Out Attack, Attack Specialization (Spark Shock), Defensive Attack, Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Spark Shock) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle, Withstand Damage

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]

"Spark Shock" Blast 10 [21]
AP: Blast 8 (Extras: Area-Burst) (Flaws: Touch Range)

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +8 (+10 Spark Shock), Damage +7 (+8 Burst, +10 Blast), Defense +9 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Shadow Blade, Major, Common) [-4]
Disabled (No Hands) [-4]

Abilities: 17 / Skills: 20--5 / Feats: 30 / Powers: 63 / Saves: 5 / Combat: 32 / Drawbacks: -8 (150)

-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 [14]
Linked to Stun 4 (Extras: Ranged, Alternate Save- Toughness +0) [12] [26]

Image

NEEDLE MAN (Mega Man 3)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 11 WIS 11 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Needle Cannon) 2, Improved Critical (Head Needle) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]

"Needle Cannon" Blast 9 (Extras: Autofire) [28]
AP: "Extending Needle" Strike +2 (Feats: Mighty, Improved Critical 2, Extended Reach 2)

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +10, Damage +7 (+9 Needle Cannon, Head Needle), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Gemini Laser, Major, Common) [-4]
Disabled (No Hands) [-4]

Abilities: 16 / Skills: 12--3 / Feats: 28 / Powers: 70 / Saves: 5 / Combat: 36 / Drawbacks: -8 (150)

-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: Autofire) (Drawbacks: Power Loss- Drains -1) [20]
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's MegaMan Builds: Metal, Air, Shadow, Magnet & Spark Man

Postby Jabroniville » Sun Mar 07, 2010 4:04 am

Image

SNAKE MAN (Mega Man 3)
PL 10 (150)

ST 24 (+7) DEX 22 (+6) CON -- INT 10 WIS 11 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Unarmed), Defensive Attack, Environmental Adaptation (Enclosed Spaces), Equipment 10 ("Nintendo Hard" Base), Improved Grab, Improved Pin, Improved Critical (Unarmed) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 9 [9]
Super-Movement 1 (Slithering) [2]

"Search Snake" Summon Minion 5 (Feats: Progression) (Extras: Fanatical, Horde) [21]

Saves:
Toughness +9, Fortitude --, Reflex +6, Will +4

Combat:
Attack +8 (+10 Unarmed), Damage +7, Defense +9 (+11 Dodge), Initiative +5

Drawbacks:
Vulnerable (Needle Cannon, Minor, Common) [-3]

Abilities: 17 / Skills: 12--3 / Feats: 30 / Powers: 60 / Saves: 5 / Combat: 34 / Drawbacks: -3 (150)

SEARCH SNAKE
PL 7 (69), Minion Rank 5

ST 4 (-3) DEX 14 (+2) CON -- INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 4 (+2)
Stealth 6 (+8)
Survival 6 (+6)

Feats:
Attack Focus (Melee) 3, Improved Initiative, Sneak Attack

Powers:
Super-Senses 3 (Scent, Extended Scent, Infravision) [3]
"Bite" Strike 4 [4]
Super-Movement 1 (Slithering) [2]
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

Shrinking 8 (Feats: Innate) (Flaws: Permanent) [5]

Saves:
Toughness +2, Fortitude --, Reflex +7, Will +3

Combat:
Attack +5 (+8 Melee, +10 Size), Damage -3 (+4 Bite, +6 Sneak Attack), Defense +8 (+10 Size), Initiative +6

Drawbacks:
No Hands [-4]
Mute [-4]

Abilities: -16 / Skills: 16--4 / Feats: 5 / Powers: 48 / Saves: 10 / Combat: 26 / Drawbacks: -8 (69)


-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 MM3, 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 typically do some damage and then explode or something.

Bestows the:
"Search Snake" Summon Minion 5 (Feats: Progression) (Extras: Fanatical, Horde) (Drawbacks: Power Loss- Drains -1) [20]

Image

GEMINI MAN (Mega Man 3)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Focus (Ranged) 2, Defensive Attack, Distract (Intimidate), Equipment 10 ("Nintendo Hard" Base), Improved Critical (Gemini Laser), Minions 10 (Base Full of Powerful Minions), Power Attack, Set-Up, Teamwork

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 3 [3]
Protection 9 [9]

"Arm Cannon" Blast 5 [10]

"Gemini Clone" Duplication 9 (Feats: Mental Link) (Extras: Heroic) (Flaws: Feedback) [20]
AP: "Gemini Laser" Blast 9

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +8 (+10 Needle Cannon), Damage +7 (+8 Needle Cannon, +9 Head Needle), Defense +9 (+11 Dodge), Initiative +5

Drawbacks:
Vulnerable (Search Snake, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 28 / Powers: 71 / Saves: 5 / Combat: 34 / Drawbacks: -4 (150)

-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) (Drawbacks: Power Loss- Drains -1) [18]
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's MegaMan Builds: Shadow, Spark, Snake & Gemini Man

Postby Man Called True » Sun Mar 07, 2010 1:39 pm

Ah, Gemini Man... First introduced me to the inalienable truth that water sections in video games generally kind of suck. Even with the Rush Sub, it was a pain in the ass.

The "weakness trio" has always confused me a little. If you think about it, some of the weaknesses in a Mega Man game make sense (at least early on): Hard Man is vulnerable to magnets because he's made of such heavy metal; Top Man is vulnerable to Hard Man's fists because he has to be light to spin like that, and so on.

Needle Man is vulnerable to the Gemini Laser because they can hit the eye slit; Gemini Man can't fool Search Snakes; needles hurt Snake Man because... because... Hey, look, a three-headed monkey!
I've forgotten more than some people will ever know... Of course, there's my problem...

My Character Stumblings
Man Called True
Supporting Cast
Supporting Cast
 
Posts: 136
Joined: Mon Feb 08, 2010 3:02 pm
Location: Minnesota, but not on any maps.

Re: Jab's MegaMan Builds: Shadow, Spark, Snake & Gemini Man

Postby Jabroniville » Mon Mar 08, 2010 1:02 am

Image

MEGA MAN
PL 10 (150)

ST 10 DEX 20 (+5) CON -- INT 14 (+2) WIS 14 (+2) CHA 15 (+2)

Skills:
Acrobatics 5 (+10)
Computers 2 (+4)
Diplomacy 3 (+5)
Disable Device 4 (+6)
Handle Animal 4 (+6)
Knowledge (Current Events) 3 (+5)
Knowledge (Technology) 3 (+5)
Notice 4 (+6)

Feats:
All-Out Attack, Attack Focus (Ranged) 2, Defensive Attack, Dodge Focus 3, Improved Aim, Improved Critical (Mega Blaster), Improved Sunder, Power Attack, Precise Shot

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]

"Robot Master Weapons"
Base Power- Most Expensive Robot Master Weapon (28 pp maximum) [38]
AP: 7 More Robot Master Weapons
AP: Summon Minion 6 (Rush) (Extras: Fanatical) (Drawbacks: Power Loss- Drains -1)
AP: "Mega Buster" Blast 5 (Extras: Autofire)
AP: "Mega Buster Charge" Blast 7 (Flaws: Requires Full-Round Charge)

Saves:
Toughness +7, Fortitude --, Reflex +8, Will +6

Combat:
Attack +9 (+11 Ranged), Damage +0 (+5 Mega Buster, +7-9 Weapons), Defense +9 (+12 Dodge), Initiative +5

Abilities: 13 / Skills: 28--7 / Feats: 12 / Powers: 75 / Saves: 7 / Combat: 36 (150)

-Mega Man is one of the greatest video game characters ever- not that he gets a ton of characterization most of the time. He's just Dr. Light's helper-bot, kitted out with a bad-ass weapon (and the ability to copy the bosses' weapons after defeating them), and sent off to fight a generic Mad Scientist and his minions in their never-ending quests to take over the world. But that little 'hook' (copying the bosses' powers) was all the series needed to blast off into the stratosphere, making him one of the top five most-recurring video game characters in history, EASILY. His spin-offs are nuts (Mega Man X, Zero, Battle Network, etc.), his side-games are even crazier (Mega Man SOCCER?), and he's overall pretty cool for a tiny little dude who looks like an Astro Boy Clone in blue underpants (apparently this was gonna be an Astro game at first).
-Mega Man initially stats out like a PL 8 offensive and PL 9.5 defensive Blaster archetype, focusing on accuracy, but with the Robot Masters' powers, he can shift up to PL 9-10 on offense easily. I decided to make in a simple 28 pp max power, with the others (including the Mega Buster & Rush Summoning) as Alternate Powers, allowing for a balanced PL 10 (150) build by the last level of the game. The Ruby Spears cartoon (which really, really sucked, let me tell you) had him just run up and use a Touch-Range Mimic power on the bosses, as they were recurring foes, but since Mega often only gained CERTAIN abilities and specific weapons in-game, I'm using that to stat up Mega Man as if he was at the end of the game, ready to fight Doctor Wily. Note that in some games, the Robot Master Weapon's max-value is less, so he might not make all his points unless you throw in some more Feats and higher Saves.

For a more "TV Cartoon"-happy Mega Man, and not the version you see in the video games, try this one:

MEGA MAN
PL 10 (150)

ST 14 (+2) DEX 20 (+5) CON -- INT 15 (+2) WIS 14 (+2) CHA 15 (+2)

Skills:
Acrobatics 5 (+10)
Computers 2 (+4)
Diplomacy 3 (+5)
Disable Device 4 (+6)
Handle Animal 4 (+6)
Knowledge (Current Events) 3 (+5)
Knowledge (Technology) 3 (+5)
Notice 4 (+6)

Feats:
All-Out Attack, Attack Focus (Ranged) 2, Defensive Attack, Dodge Focus 3, Improved Aim, Improved Critical (Mega Blaster), Improved Sunder, Power Attack, Precise Shot, Sidekick 16 (Rush)

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]

"Copy Robot Master Weapons"
Mimic 9 (Any One Power) (Extras: Continuous) (Flaws: Limited to Robot Masters) [18]

Saves:
Toughness +7, Fortitude --, Reflex +7, Will +6

Combat:
Attack +9 (+11 Ranged), Damage +0 (+5 Mega Buster, +7-9 Weapons), Defense +9 (+12 Dodge), Initiative +5

Abilities: 18 / Skills: 28--7 / Feats: 28 / Powers: 49 / Saves: 6 / Combat: 36 (150)

-This guy's beefier, has Rush as a permanent Sidekick, and instead of taking Robot Master weapons with each victory (sorta like gaining a new AP every time he 'finishes a story' in RPG M&M terms), he can just run up and touch guys, gaining one of their powers as a result. He can mimic a single power (up to 50 pp- since most are between 18-28, that covers 'em all- he needs higher numbers to use the more powerful Rank +8-9 attacks) at a time, needing to touch another guy to gain a new power, but he keeps them until he switches (Continuous) and can only use it from Robots (technically a Flaw, since he can't just do it to a generic Servo-Bot or something- it's gotta be Cut Man or Spark Man or something).

Image

RUSH
PL 4 (77)

ST 12 (+1) DEX 18 (+4) CON -- INT 4 (-3) WIS 12 (+1) CHA 8 (-1)

Skills:
Intimidate 5 (+4)
Search 4 (+5)
Sense Motive 3 (+4)

Feats:
Improved Grab, Improved Trip

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

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

Saves:
Toughness +6, Fortitude --, Reflex +6, Will +4

Combat:
Attack +7, Damage +1, Defense +4, Initiative +5

Abilities: -6 / Skills: 12--3 / Feats: 2 / Powers: 51 / Saves: 5 / Combat: 22 (77)

-Rush is largely uncomplicated- basically a Robotisized common Dog with Flight, Swimming (Rush Sub or whatever it was called...) and the ability to allow others to Leap all over the place! Not a bad ally to have, really, especially with Boss Levels this absurdly hard.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's MegaMan Builds: Snake & Gemini Man, Mega Man Himself!

Postby Jabroniville » Mon Mar 08, 2010 1:19 am

Now we come to Mega Man 4 and it's villains (I'll get to Proto Man in a bit). Now, Pt. 4 is still a very good game, but it's also pretty much the cusp of the Mega Man series, and a super example of Capcom's copycat policy, which is what started making them notorious- my Elementary & Middle School buddies were pretty much all "They're all the same!" by this point.

See, Mega Man 1 was the first game, so is it's own unique animal. Pt. 2 brought in EIGHT Robot Masters, the best music of the entire series, and the hardest final level run in the series' history as well. Pt. 3 was basically like Pt. 2, but introduced Rush and the Slide, both of which revolutionized how the game was played. Part 4... was basically like Part 3, but now you can charge the Mega Buster to do more damage. That was KIND OF big in a way, but not the game-shifting change some were expecting. Nothing really new added, and some villains were just re-treads of old ones. It DOES have two of my favourite Robot Master designs of all time in it, though- Skull Man and Pharaoh Man are the most bad-ass looking ones ever.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's MegaMan Builds: Snake & Gemini Man, Mega Man Himself!

Postby Man Called True » Mon Mar 08, 2010 8:48 am

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

Even there, however, you could begin to see the cracks form. Skull Man and Pharaoh Man looked cool (even if Skull Man gave yet another useless "barrier" power), but the rest were... kind of dippy. Bright Man is a robotic Richard Simmons, for cripe's sake.
I've forgotten more than some people will ever know... Of course, there's my problem...

My Character Stumblings
Man Called True
Supporting Cast
Supporting Cast
 
Posts: 136
Joined: Mon Feb 08, 2010 3:02 pm
Location: Minnesota, but not on any maps.

Re: Jab's MegaMan Builds: Snake & Gemini Man, Mega Man Himself!

Postby Jabroniville » Tue Mar 09, 2010 12:30 am

Image

BRIGHT MAN (Mega Man 4)
PL 10 (150)

ST 22 (+6) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
Attack Specialization (Blaster), Equipment 10 ("Nintendo Hard" Base), Minions 10 (Base Full of Powerful Minions), Power Attack

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 3 [3]
Protection 10 [10]

"Blaster" Blast 6 [12]
"Flash Stopper" Paralyze 10 (Extras: Area-Burst, Toughness Save +0) [30]

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +3

Combat:
Attack +7 (+9 Blaster), Damage +7 (+10 Flash Stopper, +6 Blast), Defense +7 (+9 Dodge), Initiative +5

Drawbacks:
Vulnerable (Rain Flush, Major, Common) [-4]

Abilities: 12 / Skills: 12--3 / Feats: 22 / Powers: 85 / Saves: 4 / Combat: 28 / Drawbacks: -4 (150)

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

Bestows the:
"Flash Stopper" Paralyze 10 (Extras: Area-Burst, Toughness Save +0 (Flaws: Limited One Round -2) (Drawbacks: Power Loss- Drains -2) [8] (Note: Is Dynamic in nature, costing one more pp)

Image

TOAD MAN (Mega Man 4)
PL 8 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 11 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Knowledge (Life Sciences) 4 (+4)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Unarmed), Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Unarmed) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 4 [4]
Protection 10 [10]

"Rain Flush" Disintegration 5 (Feats: Improved Range) (Extras: Area-Burst) [31]

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +7 (+9 Unarmed), Damage +7 (+5 Rain Flush), Defense +7 (+9 Dodge), Initiative +5

Drawbacks:
Vulnerable (Drill Bomb, Major, Common) [-4]

Abilities: 15 / Skills: 16--4 / Feats: 27 / Powers: 74 / Saves: 5 / Combat: 28 / Drawbacks: -4 (150)

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

Bestows the:
"Rain Flush" Disintegration 4 (Extras: Area-Burst) (Drawbacks: Power Loss- Drains -2) [22]
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's MegaMan Builds: Snake & Gemini Man, Mega Man Himself!

Postby Jabroniville » Tue Mar 09, 2010 12:32 am

Image

PHARAOH MAN (Mega Man 4)
PL 10 (156)

ST 24 (+7) DEX 22 (+6) CON -- INT 10 WIS 10 CHA 14 (+2)

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Perform (Oratory) 4 (+6)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Pharaoh Shot), Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Pharaoh Shot) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]
Super-Senses 1 (Low-Light Vision) [1]

"Pharoah Shot" Blast 9 (Extras: Autofire) [27]

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +9 (+11 Pharaoh Shot), Damage +7 (+9 Pharaoh Shot), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Flash Stopper, Major, Common) [-4]

Abilities: 20 / Skills: 16--4 / Feats: 27 / Powers: 70 / Saves: 5 / Combat: 34 / Drawbacks: -4 (156)

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

Bestows the:
"Pharaoh Shot" Blast 7 (Drawbacks: Power Loss- Drains -1) [16]
AP: Blast 9 (Flaws: Requires One Round of Charging)

Image

RING MAN (Mega Man 4)
PL 10 (145)

ST 24 (+7) DEX 21 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Ring Boomerang), Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Ring Boomerang) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]

"Ring Boomerang" Blast 9 (Feats: Ricochet 2, Homing 2) [23]
AP: Snare 9 (Feats: Chokehold)

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +9 (+11 Ring Boomerang), Damage +7 (+9 Ring Boomerang), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Pharaoh Shot, Major, Common) [-4]

Abilities: 15 / Skills: 12--3 / Feats: 27 / Powers: 65 / Saves: 5 / Combat: 34 / Drawbacks: -4 (145)

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

Bestows the:
"Ring Boomerang" Blast 8 (Feats: Ricochet 2, Homing 2) (Drawbacks: Power Loss- Draining -1) [19]
Last edited by Jabroniville on Tue Mar 09, 2010 12:49 am, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's MegaMan Builds: Snake & Gemini Man, Mega Man Himself!

Postby Jabroniville » Tue Mar 09, 2010 12:34 am

Image

DUST MAN (Mega Man 4)
PL 10 (150)

ST 26 (+8) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)
Profession (Garbage Man) 4 (+4)

Feats:
All-Out Attack, Attack Specialization (Dust Crusher), Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Environmental Adaptation (Junkyards), Improved Critical (Dust Crusher) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]

"Dust Crusher" Blast 10 (Extras: Area-Burst) [31]
AP: "Power Vaccuum" Move Object 10 (Flaws: Limited to Towards Him)

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +7 (+9 Dust Crusher), Damage +8 (+10 Dust Crusher), Defense +7 (+9 Dodge), Initiative +5

Drawbacks:
Vulnerable (Ring Boomerang, Major, Common) [-4]

Abilities: 16 / Skills: 16--4 / Feats: 28 / Powers: 73 / Saves: 5 / Combat: 28 / Drawbacks: -4 (150)

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

Bestows the:
"Dust Crusher" Blast 8 (Extras: Area-Burst) (Drawbacks: Power Loss- Drains -1) [23]

Image

SKULL MAN (Mega Man 4)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 11 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Focus (Ranged) 2, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Skull Barrier) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]

"Skull Barrier" Both Powers Linked
Force Field 6 (Extras: Impervious) (Flaws: Immobile -2) [3]
Skull Aura 10 (Feats: Extended Reach) (Flaws: Immobile -2) [22]
AP: "Blaster" Blast 6 (Extras: Autofire)

Saves:
Toughness +10 (+16 Skull Barrier), Fortitude --, Reflex +6, Will +4

Combat:
Attack +10 (+12 Ranged), Damage +7 (+7 Skull Barrier), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Dust Crusher, Major, Common) [-4]

Abilities: 15 / Skills: 12--3 / Feats: 27 / Powers: 67 / Saves: 5 / Combat: 36 / Drawbacks: -4 (150)

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

Bestows the:
"Skull Barrier" Powers Linked (Drawbacks: Power Loss- Drains -1) [28]
Force Field 2 [4]
Skull Aura 6 (Feats: Extended Reach) [25]
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's Builds: Mega Man- Toad, Pharaoh, Ring, Skull & DustMan

Postby Man Called True » Tue Mar 09, 2010 6:52 am

The hardest part about Ring Man was always his level. Stupid retracting platforms.

Actually, that was kind of MM4's trandemark - the bosses were a laugh (poor Bright Man... pick a spot, hit the Toad Flush, watch him fall without ever hitting his flash), but getting to them took the eye of the friggin' tiger. It wasn't until the X series that Capcom managed to balance level difficulty and Robot Master difficulty again.
I've forgotten more than some people will ever know... Of course, there's my problem...

My Character Stumblings
Man Called True
Supporting Cast
Supporting Cast
 
Posts: 136
Joined: Mon Feb 08, 2010 3:02 pm
Location: Minnesota, but not on any maps.

Re: Jab's Builds: Mega Man- Toad, Pharaoh, Ring, Skull & DustMan

Postby Jabroniville » Wed Mar 10, 2010 1:29 am

Image

DIVE MAN (Mega Man 4)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Defensive Attack, Equipment 10 ("Nintendo Hard" Base), Environmental Adaptation (Underwater), Improved Critical (Dive Missile, Torpedo Dive) 2, Minions 10 (Base Full of Powerful Minions), Power Attack

Powers:
Immunity 30 (Fortitude Effects) [30]
Swimming 3 [3]
Protection 10 [10]

"Torpedo Dive" Strike +3 (Feats: Mighty) [4]
"Dive Missile" Blast 10 (Feats: Homing 4) [24]

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +10, Damage +7 (+10 Torpedo Dive & Dive Missile), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Skull Barrier, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 25 / Powers: 71 / Saves: 5 / Combat: 36 / Drawbacks: -4 (150)

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

Bestows the:
"Dive Missile" Blast 8 (Feats: Homing 4) (Drawbacks: Power Loss- Drains -1) [19]

Image

DRILL MAN (Mega Man 4)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Drill Bomb), Equipment 10 ("Nintendo Hard" Base), Environmental Adaptation (Underground), Improved Critical (Drill Bomb) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Burrowing 4 [4]
Protection 10 [10]

"Drill Bomb" Blast 10 (Extras: Explosion) (Drawbacks: Reduced Range -1) [29]
Immunity 1 (Own Explosions) [1]

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +8 (+10 Drill Bomb), Damage +7 (+10 Drill Bomb), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Dive Missile, Minor, Common) [-2]
Disability (No Hands) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 27 / Powers: 74 / Saves: 5 / Combat: 32 / Drawbacks: -6 (150)

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

Bestows the:
"Drill Bomb" Blast 10 (Extras: Explosion) (Drawbacks: Reduced Range -2, Power Loss- Drains -1) [27]
Immunity 1 (Own Explosions) [1]
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's Builds: Mega Man- Toad, Pharaoh, Ring, Skull & DustMan

Postby Jabroniville » Wed Mar 10, 2010 1:30 am

Everything that was bad about Mega Man 4 was only increased in Mega Man 5. Essentially, it was completely obvious that Capcom was half-assing it and basically just cloning the same game every time, as it added virtually nothing but a side-summon named Beat (a bird that didn't really 'click' with the fanbase at all). A few of it's villains are QUITE cool, and one stage in particular is awesome and totally unique, but it has some clunkers as well (a TRAIN-themed 'bot), and nearly ALL of the Robot Masters were totally easy this time around, especially with your weapons. The whole "Proto Man is secretly evil" plot wasn't done very well, and the bosses in the final stage were basically all the same guy with a new weapon each time, so they sucked as well. Totally disappointing, and pretty much sank the game series until "X" revived it years later.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's Builds: Mega Man- Toad, Pharaoh, Ring, Skull & DustMan

Postby Jabroniville » Wed Mar 10, 2010 1:32 am

Image

CHARGE MAN (Mega Man 5)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Charge Kick), Equipment 10 ("Nintendo Hard" Base), Fast Overrun, Improved Critical (Charge Kick) 2, Improved Overrun, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle, Takedown Attack 2, Withstand Damage

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 11 [11]

"Charge Kick" Strike +3 (Feats: Mighty) [4]
Speed 2 [2]
Protection 2 (Extras: Impervious 7) (Flaws: Limited to While Charging) [8]
"Coal Fire Blast" Blast 7 (Feats: Split Attack, Indirect) [16]

Saves:
Toughness +11 (+13 Charge Kick), Fortitude --, Reflex +6, Will +4

Combat:
Attack +8 (+10 Charge Kick), Damage +7 (+7 Coal Fire, +10 Charge Kick), Defense +7 (+9 Dodge), Initiative +5

Drawbacks:
Vulnerable (Power Stone, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 31 / Powers: 71 / Saves: 5 / Combat: 30 / Drawbacks: -4 (150)

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

Bestows the:
"Charge Kick" Strike +9 (Feats: Takedown Attack 2) (Drawbacks: Power Loss- Drains -1) [10]
Speed 2 [2]
Protection 4 (Flaws: Limited to While Charging) [2] [14]

Image

Behold... a Water-themed villain that ISN'T lame!

WAVE MAN (Mega Man 5)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)

Feats:
All-Out Attack, Attack Specialization (Water Wave), Defensive Attack, Environmental Adaptation (Underwater), Equipment 10 ("Nintendo Hard" Base), Improved Critical (Water Wave) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]

"Water Wave" Blast 9 (Extras: Area-Cylinder) [28]
AP: "Harpoon" Blast 8 (Feats: Improved Critical)

Saves:
Toughness +10, Fortitude --, Reflex +6, Will +4

Combat:
Attack +8 (+10 Water Wave), Damage +7 (+10 Water Wave), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Charge Kick, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 29 / Powers: 70 / Saves: 5 / Combat: 32 / Drawbacks: -4 (150)

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

Bestows the:
"Water Wave" Blast 8 (Extras: Area-Line) (Flaws: Touch Range) (Drawbacks: Power Loss- Drains -1) [15]
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

Re: Jab's Builds: Mega Man- Toad, Pharaoh, Ring, Skull & DustMan

Postby Jabroniville » Wed Mar 10, 2010 1:36 am

Image

"Thweeeeeeeet!"

PROTO MAN
PL 10 (150)

ST 12 (+1) DEX 20 (+5) CON -- INT 14 (+2) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 5 (+10)
Bluff 4 (+6)
Computers 3 (+5)
Gather Information 4 (+6)
Intimidate 3 (+5)
Investigate 4 (+6)
Knowledge (Technology) 3 (+5)
Notice 4 (+6)
Perform (Whistling) 4 (+6)
Sense Motive 2 (+4)

Feats:
Accurate Attack, Attack Focus (Ranged) 2, Dodge Focus 3, Elusive Target, Evasion, Improved Aim, Interpose, Power Attack, Taunt

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
"Buster" Blast 5 [10]

"Proto Man Shield" Device 9 (easy to lose) [27]
Deflect (All Ranged Attacks) 11 (Extras: Reflection) (45)
AP: "Shield Bash" Strike +3 (Feats: Mighty)

Saves:
Toughness +7, Fortitude --, Reflex +8, Will +5

Combat:
Attack +9 (+11 Ranged), Damage +1 (+4 Shield Bash, +5 Buster), Defense +9 (+12 Dodge), Initiative +5

Abilities: 14 / Skills: 36--9 / Feats: 12 / Powers: 73 / Saves: 6 / Combat: 36 (150)

-Proto Man is famous in the Mega Man fandom for basically being a prototype by Dr. Light, stolen by Wily and turned kinda evil or something... but then there's this rivalry thing and he ends up making friends with Rock/Mega in the end, as a recurring ally. He's the "opposite colour" villain the crappy Ruby Spears cartoon, and kind of a fixture in the middle couple Mega Man games (with his cool scarf and whistle!), but otherwise never really got up to much. He was believed to be the villain being Pt. 5, but that was Dr. Wily all along (it always is).

-Proto Man has most of the same stats as Mega Man does, but a bit more strength and a fancy Shield. His Shield has powers beyond the norm- it's quite powerful and lets him bounce attacks off of it (when he's playable in Mega Man 9 at least), making up for the fact that most in-universe versions can't steal Robot Master powers (In Pt. 9 he can, which would probably boost his cost by a bit and necessitate dropping the Shield down heavily or making it an AP).

PROTO MAN
PL 10 (150)

ST 10 DEX 20 (+5) CON -- INT 14 (+2) WIS 12 (+1) CHA 12 (+1)

Skills:
Acrobatics 5 (+10)
Bluff 2 (+4)
Computers 3 (+5)
Gather Information 4 (+5)
Intimidate 3 (+4)
Investigate 4 (+5)
Knowledge (Technology) 3 (+5)
Notice 4 (+5)
Perform (Whistling) 4 (+5)

Feats:
Accurate Attack, Attack Focus (Ranged) 2, Dodge Focus 3, Improved Aim, Interpose, Taunt

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

"Proto Man Shield" Device 5 (easy to lose) [15]
Deflect (All Ranged Attacks) 8 (Extras: Reflection) (Flaws: Limited to While Jumping) (25)
AP: "Shield Bash" Strike +3 (Feats: Mighty)

"Robot Master Weapons"
Base Power- Most Expensive Robot Master Weapon (25 pp maximum) [34]
AP: 7 More Robot Master Weapons
AP: "Proto Coil" Leaping 5 & "Proto Jet" Flying 4 (Drawbacks: Power Loss- Drains -1 on Both)
AP: "Proto Buster" Blast 5

Saves:
Toughness +4, Fortitude --, Reflex +8, Will +5

Combat:
Attack +9 (+11 Ranged), Damage +0 (+3 Shield Bash, +5 Buster), Defense +9 (+12 Dodge), Initiative +5

Abilities: 8 / Skills: 32--8 / Feats: 8 / Powers: 82 / Saves: 6 / Combat: 36 (150)

-This is a modified Proto Man as he appears in Mega Man 9 as a playable character- he can now copy Robot Master powers, and has his Deflect nerfed to help make 150 pp. In this variant, he fights much like Mega Man, but can Deflect things only while jumping, cannot use the Slide maneuver, takes double-damage from attacks (+4 Toughness only), cannot Charge his Buster at all (loses Power Attack and the "Charged Buster" AP), thus making him far less effective than simply a boosted Mega Man. I'd guess that they're actually rather tied.
Last edited by Jabroniville on Sat Mar 13, 2010 7:52 pm, edited 2 times in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7419
Joined: Sat Nov 04, 2006 1:12 am

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Adventure Dan, Google [Bot], psbot [Picsearch] and 5 guests