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

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Re: Jab's Mega Builds: Galaxy, Strike & Sheep Man, Splash Woman

Postby Jabroniville » Sun Mar 21, 2010 6:04 pm

Image

Someone tell Capcom that sticking arms and legs onto an everyday object does not a classic character make.

PUMP MAN (Mega Man 10)
PL 10 (150)

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

Skills:
Intimidate 6 (+5)
Knowledge (Technology) 3 (+3)
Notice 3 (+4)

Feats:
All-Out Attack, Attack Specialization (Water Shield), Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Environmental Adaptation (Water), Minions 10 (Base Full of Powerful Minions), Power Attack

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Swimming 1 [1]
Protection 8 [8]

"Water Shield" Both Powers Linked [37]
Force Field 4 (Extras: Impervious 10) (Flaws: Ablative) (Drawbacks: Power Loss- Thunder Wool -1) (11)
Water Aura 6 (24)
AP: "Shield Toss" Blast 9 (Feats: Homing)

Saves:
Toughness +8 (+12 Water Shield), Fortitude --, Reflex +6, Will +4

Combat:
Attack +8 (+10 Water Shield), Damage +7 (+6 Aura, +9 Shield Toss), Defense +6 (+8 Dodge), Initiative +5

Drawbacks:
Vulnerable (Thunder Wool, Major, Common) [-4]

Abilities: 12 / Skills: 12--3 / Feats: 26 / Powers: 78 / Saves: 5 / Combat: 30 / Drawbacks: -4 (150)

-Pump Man kinda sucks. Okay, his power- another Shield effect- is cool, but his design is terrible. He's a pump with arms and legs. Really. Nonetheless, his level rocks, looking like some kinda Pipe Zone like in Mario Bros., but with water spouts that can mess up your jumps, making things terribly difficult. Once you get his power, it's one of the better Shield effects out there, giving you the bonus hits, a Blast AP, and an Aura of damaging power that makes you pretty hard to kill. The field is Ablative, though, so the more hits you take, the weaker it's defensive power gets.

Bestows the:
"Water Shield" Both Powers Linked (Drawbacks: Power Loss- Drains -1) [25]
Force Field 2 (Extras: Impervious 6) (Flaws: Ablative) (9)
Water Aura 4 (17)
AP: "Shield Spiral" Blast 8 (Extras: Area-Burst) (Flaws: Touch Range)

Image

SOLAR MAN (Mega Man 10)
PL 10 (150)

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

Skills:
Intimidate 6 (+5)
Knowledge (Technology) 3 (+3)
Notice 3 (+4)

Feats:
All-Out Attack, Attack Specialization (Solar Blaze), Dodge Focus 3, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Solar Blaze) 2, Minions 10 (Base Full of Powerful Minions), Power Attack

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

"Solar Blaze" Blast 11 (Feats: Split Attack) (Extras: Area-Line, Penetrating) (Flaws: Touch Range) [34]

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

Combat:
Attack +7 (+9 Solar Blaze), Damage +7 (+11 Solar Blaze), Defense +6 (+9 Dodge), Initiative +5

Drawbacks:
Vulnerable (Water Shield, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 28 / Powers: 76 / Saves: 5 / Combat: 28 / Drawbacks: -4 (150)

-Solar Man replaces the usual "Fire Guy" this time around, though really, it's identical in everything but name- his stage is full of fire spouters, lava pits, fire elementals, birds that shoot fire, etc., and he has a big flaming ball on his head. Nothing really memorable about him. On Easy Mode, he has to absorb your shots to power a maximum Solar Blaze, but this is the Hard Mode version, who always has it fully-charged. Pretty much a high powered Penetrating Blast, though the version you get is pretty swell, blowing up and splitting left and right, killing two enemies at once.

Bestows the:
"Solar Blaze" Blast 9 (Feats: Indirect) (Extras: Area-Line, Penetrating) (Flaws: Touch Range) (Drawbacks: Power Loss- Drains -1) [27]
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Re: Jab's Mega Builds: Galaxy, Strike & Sheep Man, Splash Woman

Postby Jabroniville » Sun Mar 21, 2010 6:06 pm

Image

CHILL MAN (Mega Man 10)
PL 10 (150)

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

Skills:
Craft (Photography) 4 (+4)
Intimidate 6 (+5)
Knowledge (Technology) 3 (+3)
Notice 3 (+4)

Feats:
All-Out Attack, Attack Specialization (Chill Spike), Defensive Attack, Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Environmental Adaptation (Cold), Improved Critical (Chill Spike) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Protection 10 [10]
Super-Movement 1 (Sure-Footed) [2]

"Chill Spike" Blast 8 (Extras: Area-Burst) (Drawbacks: Reduced Range -2) [24]
AP: Snare 10
AP: Create Ice Objects 9 (Extras: Independent)

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

Combat:
Attack +8 (+10 Chill Spike), Damage +7 (+8-10 Chill Weapons), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Solar Blaze, Major, Common) [-4]

Abilities: 14 / Skills: 16--4 / Feats: 30 / Powers: 68 / Saves: 5 / Combat: 32 / Drawbacks: -4 (150)

-Because otherwise the game just wouldn't be complete- it's Mega Man 10's resident "Ice Guy"- Chill Man! He actually looks better than most of them (who've gotten some of the WORST designs possible in every game. Think about it: Ice Man was the suckiest guy in 1, Blizzard Man in 6, Frost Man was pretty bad, Cold Man was the worst boss in 8. Only Freeze Man has subverted this so far), being a super-villain-quality guy in a snazzy jumpsuit and a Mr. Freeze helmet. Nice stuff. His attacks are kinda mediocre though, as he just makes these spiky things that attach themselves to walls and the floor, creating obstacles for you. He can also freeze you solid or just blast you with it, though, so don't underestimate him.

Bestows the:
"Chill Spike" Blast 8 (Extras: Area-Burst) (Drawbacks: Reduced Range -2) (Drawbacks: Power Loss- Drains -1) [23]
AP: Snare 8
AP: Create Ice Objects 7 (Extras: Independent)

Image

NITRO MAN (Mega Man 10)
PL 10 (150)

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

Skills:
Intimidate 6 (+5)
Knowledge (Technology) 3 (+3)
Notice 3 (+4)
Profession (Stunt Bot) 8 (+8)

Feats:
All-Out Attack, Attack Specialization (Wheel Cutter), Defensive Attack, Dodge Focus 2, Fast Overrun, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Wheel Cutter) 2, Improved Overrun, Minions 10 (Base Full of Powerful Minions), Move-By Action, Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Leaping 2 [2]
Speed 3 [3]
Protection 10 [10]

"Wheel Cutter" Blast 9 (Feats: Homing 3) (Extras: Autofire) [30]

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

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

Drawbacks:
Vulnerable (Chill Spike, Major, Common) [-4]

Abilities: 14 / Skills: 20--5 / Feats: 32 / Powers: 75 / Saves: 5 / Combat: 32 / Drawbacks: -4 (159)

-Finishing up all the Robot Masters is Nitro Man, a motorcycle-themed boss from Mega Man 10. Sorta like Turbo Man but actually designed like the creator knew what he was doing, Nitro Man blitzes around his stage, tossing out tons of Wheel Cutters, annoying bouncing blades that can start tracking along the level's surface (up walls, etc.), then spring off to try to hit you AGAIN after missing the first couple times. An Autofire effect with Homing on it? Nasty, nasty stuff. His raw speed (and associated Feats) make him a pretty expensive boss compared to most of the others. The variant you get is more or less a simple Tracking Line effect.

Bestows the:
"Wheel Cutter" Blast 8 (Extras: Autofire, Area-Shapeable) (Flaws: Touch Range) (Drawbacks: Power Loss- Drains -1) [23]
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Re: Jab's Mega Builds: Galaxy, Sheep, Chill, Nitro & Blade Man

Postby Jabroniville » Sun Mar 21, 2010 6:20 pm

WOOOOO done all the Robot Masters WOOOOOO!!!

Two more Mega-Builds to do (the Mecha Dragon and Dr. Wily himself), and then I'm totally finished this set! It's actually surprising- it was over 80 whole builds (6 + 2 + 8x9) from start to finish, so I figured I would get totally bored halfway through and dread the entire thing. But I was entertained thoroughly the whole way through. What made it fun was watching Youtube clips of gamers making it through the entire game, up to each boss fight (though some nailed the bosses so quickly with their weaknesses that I had to search more), allowing me my favourite "research" portion of the Build process.

Granted, most of these builds were absolutely identical in Abilities, Skills, Feats, Saves and Combat Bonuses, changing only in Powers and a Feat here or there to make a balanced build. That made everything alot easier (It would take me a year otherwise), so these aren't exactly time consuming. But they were fun.

Coming up after the Mega-Builds, I have a few things in mind. No idea what order I'll do them in. I wanted to do re-Builds of Wildcat I and Captain America, since I did them long before I ever got Wizards & Warlocks and it's hyper-expanded Combat Feat set. Then I'll do one of Wolverine, and 'all encompassing' version, since my last one was a PC PL 10 or 11 set-up. Plus Mr. America III (I know everyone's been anticipating THAT one :roll:), since he just got a new upgrade in the comics.

After that, I wanted to do some re-Builds of my other ancient stuff. As I've noted from time-to-time, I've run out of MAJOR Marvel & DC characters to stat up. Since I like statting up minor characters anyways, that's not so much a problem, but for the time being, I'd like to focus on some stuff I made WAY back in the day that no longer holds up. When I did these builds, I only had a vague understanding of how the system works, and often tossed Powers in willy-nilly, making them not APs of each other when I should have, etc.

The ancient stuff in question? Sailor Moon- from the first season to Sailor Moon R (all the Senshi/Scouts, plus the villains), and the remaining Outer Senshi who debuted later. Plus some supporting cast. Kreuzritter doing his Fan Art-based set of SM stuff really inspired me to go back and move some stuff around.

The other one? Archie Comics. Pretty much my very first builds (aside from some self-created original characters) on the Think Tank, and what got me my immediate first looks from people (ie. "You really CAN find anything possible on the ATT!"), in a forum that was glutted with threads (I think it was even BUSIER back then). Doing up those characters was a blast, and this time I can actually make them fit a PL system (before I was just throwing them on without adding anything up :)).
Last edited by Jabroniville on Mon Mar 22, 2010 2:40 am, edited 1 time in total.
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Re: Jab's Mega Builds: Galaxy, Sheep, Chill, Nitro & Blade Man

Postby Kreuzritter » Sun Mar 21, 2010 6:39 pm

mr. mcglothlin will totally use your help if Green ronin ever greenlights hunks & heartbreakers
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Re: Jab's Mega Builds: Galaxy, Sheep, Chill, Nitro & Blade Man

Postby Jabroniville » Mon Mar 22, 2010 11:01 pm

Image

MECHA DRAGON
PL 10 (140)

ST 35 (+12) DEX 8 (-1) CON -- INT 4 (-3) WIS 10 CHA 6 (-2)

Skills:
Intimidate 8 (+6, +10 Size)

Feats:
All-Out Attack, Attack Specialization (Fireballs), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Flight 4 [8]
Protection 10 [10]
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]

"Fireballs" Blast 10 (Feats: Knockback 2) (Extras: Autofire) [32]

Saves:
Toughness +12, Fortitude --, Reflex +2, Will +4

Combat:
Attack +10 (+8 Size, +10 Fireballs), Damage +12 (+10 Fireballs), Defense +8 (+6 Size), Initiative -1

Drawbacks:
Vulnerable (Quick Boomerang, Moderate, Common) [-3]

Abilities: -3 / Skills: 8--2 / Feats: 4 / Powers: 97 / Saves: 7 / Combat: 36 / Drawbacks: -3 (140)

-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.
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Re: Jab's Mega Builds: Galaxy, Sheep, Chill, Nitro & Blade Man

Postby Jabroniville » Mon Mar 22, 2010 11:02 pm

Image

DOCTOR WILY
PL 12 (120)

ST 8 (-1) DEX 10 CON 10 INT 26 (+8) WIS 14 (+2) CHA 10

Skills:
Bluff 8 (+8)
Computers 8 (+16)
Craft (Chemical) 4 (+12)
Craft (Electronic) 8 (+16)
Craft (Mechanical) 10 (+18)
Craft (Structural) 10 (+18)
Disable Device 4 (+12)
Drive 4 (+4)
Escape Artist 3 (+3)
Intimidate 4 (+4)
Knowledge (Physical Sciences) 9 (+17)
Knowledge (Technology) 10 (+18)
Notice 2 (+4)
Pilot 8 (+8)

Feats:
Equipment 20 (Gigantic, Massive, Four-Level at-least Base of Doom), Equipment 15 (Wily Super-Machine), Minions 15 (Crap-Ton of Powerful Robot Minions), Taunt

Typical Wily Machine:
Growth 12
Blast 12 (Feats: Accurate 4) (Extras: Autofire)
Flight 5
Toughness +14

Saves:
Toughness +0, Fortitude +2, Reflex +2, Will +5

Combat:
Attack +4 (+12 Accuracy), Damage -1 (+12 Super-Machine), Defense +6, Initiative +0

Abilities: 18 / Skills: 96--24 / Feats: 51 / Powers: 0 / Saves: 7 / Combat: 20 (120)

-May as well throw in the evil German (okay, in the cartoon, but it just fits, y'know?) bastard known as Doctor Wily in here. Honestly, I'm not that big a fan of the guy, as he's 100% cackling "I'll show them all!" stereotype, and he got WAY overused in the Mega-series. By the third game, it was officially tired and they were throwing in Red Herrings like Dr. Cossack or Dr. X or whatever, but it was always revealed to be Wily in the end. Kind of a running gag I guess, but I'd have liked a more threatening final opponent, sorta like the still-overused Sigma was in the Mega Man X games.

-This Dr. Wily represents his typical form. 50 points of Feats spent on his gigantic labyrinthine base (among the hardest final levels in all of video games sometimes- especially Part 2 and it's ludicrous Room of Lasers that you HAVE TO DIE ONCE IN to pass, the GutsDozer and his Alien Form), tons of Minions to fill it with, and his Super-Machine, usually a gigantic flying device that has tons of firepower and hard toughness. He's a total pushover in combat by himself (PL 2 offensively), but the accuracy of his weapons is devastating. Be prepared for a fight with Wily.
Last edited by Jabroniville on Tue Mar 23, 2010 11:42 am, edited 1 time in total.
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Re: Jab's Mega Builds: Galaxy, Sheep, Chill, Nitro & Blade Man

Postby Jabroniville » Mon Mar 22, 2010 11:03 pm

Just for funsies, here's my list ranking my favourite Robot Masters from every Mega Man game, largely in terms of how cool they looked and how awesome their names were:
Mega Man 1:
1) Elec Man
2) Cut Man
3) Fire Man
4) Guts Man
5) Bomb Man
6) Ice Man

(An alright, but very basic, first step. Most of these guys look horribly plain even one or two editions later, but Cut & Guts Man are both all-time classics that keep showing up again and again for a reason. Elec Man's still the best-looking)

Mega Man 2:
1) Air Man
2) Metal Man
3) Crash Man
4) Quick Man
5) Wood Man
6) Flash Man
7) Bubble Man
8.) Heat Man

(A bit of a step up, with a few awesome ones, a few generic ones [Crash & Flash Man], and a couple silly-looking guys- especially Heat & Bubble Man. This game's more popular for it's stage music, difficulty and Wily Level than for most of the Robot Masters, though the first four are really good)

Mega Man 3:
1) Snake Man
2) Shadow Man
3) Gemini Man
4) Hard Man
5) Needle Man
6) Magnet Man
7) Spark Man
8.) Top Man

(This one has the awesome Snake & Shadow Man, followed by a legion of mediocre bosses, though they don't start outright sucking until Magnet Man. Top Man's just the worst, however)

Mega Man 4:
1) Pharaoh Man
2) Skull Man
3) Ring Man
4) Dust Man
5) Drill Man
6) Dive Man
7) Bright Man
8.) Toad Man

(Arguably the best in terms of bosses of ALL the Mega Man games, which is weird. Pharaoh & Skull Man could top any list, Ring Man is surprisingly cool, and even down to Drill Man you don't get any boring ones)

Mega Man 5:
1) Wave Man
2) Star Man
3) Crystal Man
4) Napalm Man
5) Stone Man
6) Gravity Man
7) Gyro Man
8.) Charge Man

(Wave Man proves you CAN have a cool-looking water-themed Boss, and most of these guys look good until you get to Gravity Man at the bottom. They're getting more mediocre across the board, and Charge Man is the worst boss yet)

Mega Man 6:
1) Yamato Man
2) Knight Man
3) Centaur Man
4) Plant Man
5) Flame Man
6) Wind Man
7) Tomahawk Man
8.) Blizzard Man

(Suddenly we get a big step up! Yamato through Centaur Man are GREAT designs, Plant Man is surprisingly cool, but the rest are either meh, rip-offs, or unbelievably terrible like the last two)

Mega Man 7:
1) Slash Man
2) Shade Man
3) Freeze Man
4) Burst Man
5) Junk Man
6) Turbo Man
7) Cloud Man
8.) Spring Man

(Oddly, the SECOND the graphics got increased, the Master designs got crappier. Slash Man is the ONLY one that's worthy of any top lists, period, and the rest are awkward or just plain AWFUL. Some of them got big without looking tough like Junk Man, and others are dorky like Cloud & Spring Man)

Mega Man 8:
1) Search Man
2) Astro Man
3) Tengu Man
4) Sword Man
5) Clown Man
6) Frost Man
7) Grenade Man
8.) Aqua Man

(Meh across the board for this one, though the designs stepped up with PS-X graphics by giving us some BIG bosses and a few unique ones. Despite looking less cool than before, their powers are 100% unique this time around, leading to some brand-new powers seeing play in the Mega-verse)

Mega Man & Bass:
1) Magic Man
2) Astro Man
3) Pirate Man
4) Ground Man
5) Tengu Man
6) Dynamo Man
7) Burner Man
8.) Cold Man

(A bit of a step up, though only Magic Man is really cool- it even copies two other Robot Masters from Pt.8 to save time & space! Most of the designs are pretty boring here as well)

Mega Man 9:
1) Galaxy Man
2) Splash Woman
3) Plug Man
4) Magma Man
5) Hornet Man
6) Concrete Man
7) Tornado Man
8.) Jewel Man

(Suddenly, the graphics get a thousand times worse, but the bosses improve. There's no major superstar Robot Masters here, but even the worst of these guys- Jewel Man- is better than 50% of the Robot Masters of most other games, so this is a pretty big jump in quality. Having an actual female boss is inventive as hell, and Galaxy Man stands out in a way that few others do. Most of these guys have fancy new attacks, some of which are really hard to figure out.

Mega Man 10:
1) Sheep Man
2) Blade Man
3) Nitro Man
4) Commando Man
5) Chill Man
6) Solar Man
7) Strike Man
8.) Pump Man

(Not as strong as last incarnation, most of these guys are rather silly. Amazingly, SHEEP MAN is the coolest and most original- he looks cool, has unique, awesome powers, and is overall totally on his own level. Blade & Nitro Man are both cool, a few guys are meh- Chill Man loses points for bad attacks, but is one of the best Ice Guy designs- and Pump Man is the only really sucky one)
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Re: Jab's Builds: Mega Man (Games 1-10! Mecha Dragon, Dr. Wily)

Postby Dreaming Psion » Tue Mar 23, 2010 1:19 am

Wow, congrats on having the patience to make all of those Mega Man builds. Guess it really goes to show you, have a template when you're doing a bunch of guys from a common mold. The Taunt feat on Wily just fits him so well. Some of his total skill bonuses are off based on the ranks you assigned to them though (knowledge: physical sciences and technology)
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Re: Jab's Mega Builds: Galaxy, Sheep, Chill, Nitro & Blade Man

Postby FuzzyBoots » Tue Mar 23, 2010 3:26 am

Jabroniville wrote:MECHA DRAGON
PL 10 (140)

Drawbacks:
Vulnerable (Quick Boomerang, Moderate, Common) [-3]

I think it probably had more to do with the power of the weapon itself, but I remember that I always found it easiest to blast him with a fully charged Atomic Fire which would get him in one hit. ^_^ IIRC, at least... it's been literally decades since I played through Mega Man 2.
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Re: Jab's Builds: Mega Man (Games 1-10! Mecha Dragon, Dr. Wily)

Postby Taliesin » Tue Mar 23, 2010 10:30 am

Mega Mans 1-4 will always be my faves, but I can't argue with the incredible awesomeness of Pump Man and Sheep Man in 10!

Thanks for the trip down Memory Lane, and well done.
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Re: Jab's Builds: Mega Man (Games 1-10! Mecha Dragon, Dr. Wily)

Postby Arthur Eld » Tue Mar 23, 2010 11:05 am

Yes, awesome stuff, Jab.

Will you be doing any Mega Man X builds?
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Re: Jab's Builds: Mega Man (Games 1-10! Mecha Dragon, Dr. Wily)

Postby Jabroniville » Tue Mar 23, 2010 11:53 am

I'm pretty Mega Man'd out for the time being (for obvious reasons), but some day I probably will.

Forgot to add on these: My Top Ten Mega Man Villain Lists:

The Ten Best Mega Man Robot Masters:
1) Pharaoh Man
2) Skull Man
3) Snake Man
4) Yamato Man
5) Knight Man
6) Magic Man
7) Shadow Man
8) Air Man
9) Sheep Man
10) Wave Man

(this is mostly in design, rather than how they fought, as the more-interesting later designs often had better fighting patterns- though an equal number just faltered the second you figured them out. Most of the originals were just too plain to make the Top Ten)

The Top Ten Worst Mega Man Robot Masters:
1) Charge Man
2) Heat Man
3) Spring Man
4) Ice Man
5) Cold Man
6) Top Man
7) Blizzard Man
8) Aqua Man
9) Pump Man
10) Bubble Man

(lots of bad designs in this series, as at least one boss per game was obviously just thrown in their at the last minute with minimal design work. Pt. 2 is ironically one of the worst offenders with Heat & Bubble Man, but Charge Man the Living Train is probably the worst. The "Ice Guy" curse is well in hand, with three of them on the list, as well as three "Water Guys", as those tend to be just as bad unless they're Wave Man. Spring Man & Top Man suck as well)
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Re: Jab's Builds: Mega Man (Games 1-10! Mecha Dragon, Dr. Wily)

Postby Jabroniville » Tue Mar 23, 2010 12:00 pm

Image

See? There he is! Right in the middle! What kind of character has been around for three years, and only draws "mid-page of a splash pic while mostly hidden" as his biggest cover moment?

MR. AMERICA III (Jeffrey Graves)- Modern-Day JSA
PL 9 (132)

ST 16 (+3) DEX 16 (+3) CON 18 (+4) INT 14 (+2) WIS 16 (+3) CHA 14 (+2)

Skills:
Acrobatics 6 (+9)
Bluff 7 (+9)
Diplomacy 6 (+8)
Drive 3 (+6)
Escape Artist 4 (+7)
Gather Information 8 (+10)
Investigate 7 (+10)
Knowledge (Current Events) 6 (+8)
Language (Several) 4
Notice 6 (+9)
Profession (FBI Agent) 8 (+10)
Search 4 (+7)
Sense Motive 6 (+9)
Stealth 5 (+8)

Feats:
Accurate Attack, Beginner's Luck, Contacts (FBI), Defensive Attack, Defensive Roll 2, Dodge Focus 2, Evasion, Improved Critical (Whip), Improved Disarm, Improved Trip, Jack-of-All-Trades

Powers:
"Explosive Whip" Device 6 (easy to lose) [18]
Strike 8 (Feats: Extended Reach 4, Improved Trip & Disarm) (Extras: Penetrating) (30)

Saves:
Toughness +4 (+6 D.Roll), Fortitude +7, Reflex +8, Will +6

Combat:
Attack +10, Damage +3 (+8 Whip), Defense +8 (+10 Dodge), Initiative +3

Abilities: 34 / Skills: 80--20 / Feats: 13 / Powers: 18 / Saves: 11 / Combat: 36 (132)

-The third Mr. America follows ultra-closely on the heels of the second, Trey Thompson, who was killed in the opening arc of the JSA's current restarted series. The FBI agent partner of Trey, he fed him information to aid his vigilante activities, and was fired as a result. He ended up putting on the domino mask & using the whip as the other heroes referred to heroes' bloodlines ending not being the end of their legacies. He's scarcely appeared since then, showing up to investigate the deaths of several god-themed characters by Magog, setting up the next big arc.

-We haven't seen much of the guy's skills, but I would figure he's much like Mr. America I (who I've statted already), being a weapon-based theme build, but actually features a few less Skills & Feats until I found out what he's really capable of. Tons of skills, but very low on power, especially for such a top-heavy team. Unfortunately, that makes him pretty generic on a team that already HAS an assload of street-level everyday hero types (Mr. Terrific, Dr. Midnight, Wildcat...).

Edit-- Recent issues of the main JSA title have led to Mr. America's first step towards "not sucking"- he's picked up a powerful explosive whip from Mr. Terrific that lets him blow up giant cat-things or a brick wall if necessary. Boosting it with his Power Attack, he can do quite a bit of damage, and now fits a PL 9 standard offensively.
Last edited by Jabroniville on Tue Mar 23, 2010 12:07 pm, edited 2 times in total.
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Re: Jab's Builds: Mega Man (Games 1-10! Mecha Dragon, Dr. Wily)

Postby Jabroniville » Tue Mar 23, 2010 12:03 pm

Image

WILDCAT I (Ted Grant)- Modern-Day JSA
PL 9 (145)

ST 20 (+5) DEX 20 (+5) CON 22 (+6) INT 10 WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 3 (+8)
Bluff 4 (+6)
Climb 2 (+7)
Computers 2 (+2)
Diplomacy 2 (+4)
Disable Device 2 (+2)
Drive 4 (+9)
Escape Artist 2 (+7)
Gather Information 4 (+6)
Intimidate 4 (+6)
Investigate 2 (+4)
Knowledge (Pop Culture) 5 (+5)
Knowledge (History) 4 (+4)
Notice 6 (+8)
Pilot 2 (+7)
Search 3 (+5)
Sense Motive 4 (+6)
Stealth 3 (+8)
Survival 2 (+4)

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Attack Focus (Melee) 3, Attack Specialization (Unarmed), Attractive, Blind-Fight, Chokehold, Cunning Fighter, Defensive Attack, Defensive Roll, Defensive Strike, Diehard, Dodge Focus 3, Endurance, Equipment 2 (Motorcycle), Follow-Up Strike, Grappling Block, Improved Critical (Unarmed) 2, Improved Grab, Improved Pin, Improved Trip, Last Stand, Lioneheart, Power Attack, Prone Fighting, Takedown Attack 2, Taunt, Teamwork, Ultimate Will Save, Unbalancing Strike, Veteran Fighter

Powers:
"Nine Lives" Regeneration 7 (Resurrection 7- Every Minute) (Drawbacks: Power Loss- Only Nine Times At Once) [6]
"Ian Karkull's Shadow Energy" Immunity 1 (Aging) [1]
"Cat-Like Tendencies" Mind Shield 2 [2]

Saves:
Toughness +6 (+7 D.Roll), Fortitude +7, Reflex +7, Will +8

Combat:
Attack +8 (+11 Melee, +13 Unarmed), Damage +5, Defense +8 (+11 Dodge), Initiative +5

Abilities: 40 / Skills: 60--15 / Feats: 40 / Powers: 9 / Saves: 9 / Combat: 32 (145)

-Ted "Wildcat" Grant is one of the best characters on the JSA, in my opinion. It's bugged me for years how a team of guys born & raised in the 1940s can be so open-minded and PC about everything in the world, like a bunch of flawless superbeings, so someone like Ted, who speaks his mind, has controversial opinions, and is still stuck in his ways, is a breath of fresh air. Being horribly non-politically correct, Ted will piss of "Power Chick" without a moment's notice, accidentally call someone a "Jap", boink every woman he meets (Hippolyta AND Catwoman!?! They called the wrong guy "Superman"!), and generally bother everyone with a hard-nosed comment or two, but he's still one of the most dependable people on the team.

-The young heroes respect him as an elder and a mentor, as he's a big more "hard-edged" than the super-polite Jay Garrick or stick-in-the-mud Alan Scott. Plus, when you count BATMAN as one of your best proteges, you get eternal cred as a bad-ass. As much as he annoys Stargirl sometimes, even she admires what he's come to (being an ordinary man amongst gods), and his occasional bouts of wisdom ("You never forget learning how to be a hero"). The old guys respect his skills and inability to be broken. His enemies have learned not to underestimate him (he once beat the ENTIRE Injustice Society, mostly while wearing a bathrobe and having casts on an arm and a leg- and this team usually challenges the whole JSA at once). Ted rocks.

-And all that for a character who, by all rights, should barely even be remembered. I mean, he's just a lame-duck Batman rip-off, at heart. Created to mimic the Dark Knight, Wildcat was a boxer in a suit, and was only on the JSA for a few issues before his own low sales drummed him out of the team and out of comics. But like so many Golden Age D-League characters, he just lucked out- that JSA link meant that he could show up in retrospectives once the JSA made it out of "Earth-Two" and teamed up with the JLA. Once their Batman grew old and died (and especially once he stopped existing entirely), Ted got a new lease on life, getting new characterization (as the sole un-PC man's man around), getting a successor (the late Yolanda Montez, aka Wildcat II), and surprisingly surviving even to the mid-90s. By THAT time, the entire JSA but he, Jay & Alan were gone, as Extant wiped out Mid-Nite, Hourman, Hawkman and The Atom, and most of the others had faded away or got written out over the years.

-So all of a sudden, Ted Grant of all people is one of the last Golden Age heroes alive. One of those weird things in comics, my friends.

-Wildcat is a scrapper, plain and simple. Spending a huge amount of points on Combat Feats, and being very physically fit (especially for a man who should be ninety by now), Ted is an all-powerful PL 9 fighter, especially with his trademark fisticuffs-based approach to fighting. Virtually every great Two-Fisted Guy-type Feat in the books his his, and he can modify virtually every single one of his caps at-will to match the situation. His Willpower is incredible as well- despite his hard-drinking lifestyle, he's the only guy to avoid Ultra-Humanite's Mind Control when he gains the powers of The Thunderbolt ("only one of God's creatures cannot be made the slave of the lash. That creature is the cat"), he can shrug off nearly any kind of damage (and frequently HAS TO, as for some reason he's the only JSA member to get regularly injured and broken bones in every single fight they get into), using the new Last Stand feat (ignores all damage for a round by spending a Hero Point).

-Note that recent JSA issues have revealed that his "Nine Lives" power is still standing. In fact, it never went away- they just thought it did (a writer wrote it out during JSA: Classified- he killed himself several times to make himself immune to a metahuman-controlling Spear of Destiny- later writers wisely ignore this silly concept). He essentially resurrects entirely if he's killed in combat, bouncing back perfectly healthy in a mere minute. The only catch is that you can kill him nine times and remove it permanently. Otherwise, he's got a minor Mind Shield (to showcase his immunity to Mind Control when combined with his Wil Save and Ultimate Save) and the Immunity to Aging ALL the living Golden Agers got.
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Re: Jab's Builds: Mega Man (Games 1-10! Dr. Wily), Wildcat

Postby Horsenhero » Tue Mar 23, 2010 4:35 pm

O.K., most DC wonks are going to hate me for this...but, ever since I was a little tyke, I've preferred the JSA to the JLA and my favorite street level characters have to be, Wildcat, Dr. Mid-Nite and the original Atom (I know they killed him off, but Al Pratt rocks!). And for some strange reason...Hourman is about my favorite hero of all time. In fact, the only two JSA-ers (aside from Beavis and Butt-head, supes and bats) that I preferred the Silver Age revamp of were Green Lantern and Hawkman. I don't know why, but, I really dig Hawkman as an alien cop. I'm in a weird minority I believe.

Great Wildcat build J-ville.
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