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

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Re: Jab's Builds: Sword, Clown, Grenade & Tengu Man, Bass

Postby Man Called True » Wed Mar 17, 2010 6:37 am

The Power Fighters actually gave Bass a little more depth - he wants to be the strongest compared to the Robot Masters. Unlike Mega Man, who was essentially it as far as Light's robots went, he has a small army of robot "siblings" to compete against, and that eats at him. In his ending, Wily taunts him by informing him he's finally built a robot that Bass can't defeat, an idea Bass scoffs at.

That robot is Zero.

I love Grenade Man. He's a friggin' masochist. (His death quote is "THAT FELT GOOD!") Tengu Man, meanwhile, is notable for having different music between the Saturn and Playstation versions of MM8 for some reason.
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Re: Jab's Builds: Sword, Clown, Grenade & Tengu Man, Bass

Postby Jabroniville » Thu Mar 18, 2010 2:34 am

Image

He murders with propane and propane accessories.

BURNER MAN (Mega Man & Bass)
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:
Accurate Attack, All-Out Attack, Attack Specialization (Wave Burner), Defensive Attack, Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Wave Burner) 2, Improved Overrun, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

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

"Wave Burner" Strike 9 (Feats: Extended Reach 2) (Extras: Autofire) [23]
AP: "Flame Surround" Strike 9 (Extras: Area-Burst) (Drawbacks: Reduced Range -2)
AP: "Bomb" Blast 8
AP: "Trap Set" Strike 5 (Feats: Triggered- Stepping Over)

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

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

Drawbacks:
Vulnerable (Ice Wall, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 31 / Powers: 67 / Saves: 5 / Combat: 34 / Drawbacks: -4 (150)

-Burner Man looks kinda like a Hank Hill wet dream- a robot made of propane tanks! He's yet another Fire-themed boss, but he's alright. Kinda looks like Crash Man with his colour scheme, and he has some REALLY hard to avoid, quick-striking attacks. Humorously, this Fire guy is weak against Ice Wall, and you can use it to just push him into his stage's spike pits like a battering ram.

Bestows the:
"Wave Burner" Strike 9 (Feats: Extended Reach 2) (Extras: Autofire) (Drawbacks: Power Loss- Drains -1) [21]

Image

COLD MAN (Mega Man & Bass)
PL 10 (145)

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

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

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

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

"Ice Wall" Blast 9 (Feats: Ricochet) (Extras: Area-Line) (Flaws: Touch Range) [20]
AP: Force Field 5 (Extras: Impervious) (Flaws: Limited to One Direction, Immobile -2)
AP: Summon Minion 3 (Tiny Flying Robot with Grappling Power)
Immunity 5 (Cold Damage) [5]

Saves:
Toughness +10 (+15 Force Field), Fortitude --, Reflex +3, Will +4

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

Drawbacks:
Vulnerable (Lightning Bolt, Major, Common) [-4]

Abilities: 8 / Skills: 12--3 / Feats: 29 / Powers: 72 / Saves: 5 / Combat: 32 / Drawbacks: -4 (145)

-This is... one seriously crappy Robot Master in the game, but looks OK when drawn out like the image I'm using. Basically an ice box with legs and arms, Cold Man stands there, tossing Ice Wall at you, taking your shots freely, and can't even turn around to fight if you jump behind him (hence the Flaw on his Impervious Force Field). He only has two attacks- Ice Wall and creating a mini-robot to slow you down. Capcom really didn't spend much time on this one, and it shows. Ice Wall, once you get it, can be useful, as it goes all the way across the screen, is pretty big, and can push things around. Plus you can use it to jump over things easier.

FLOATING CLOUD THING
PL 5 (35), Minion Rank 3

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

Skills:
None

Feats:
Improved Grab, Improved Pin, Interpose, Withstand Damage

Powers:
Super-Strength 4 (Flaws: Limited to Grappling Actions) [4]
Flight 2 [4]
Protection 5 [5]
Immunity 30 (Fortitude Effects) [30]
Shrinking 8 (Feats: Innate) (Flaws: Permanent) [5]

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

Combat:
Attack +6 (+8 Size), Damage -3, Defense +5 (+7 Size), Initiative +1

Abilities: -36 / Skills: 00--0 / Feats: 4 / Powers: 48 / Saves: 1 / Combat: 22 / Drawbacks: -4 (35)

Bestows the:
"Ice Wall" Blast 9 (Feats: Ricochet) (Extras: Area-Line) (Flaws: Touch Range) (Drawbacks: Power Loss- Drains -1) [19]
AP: Force Field 5 (Extras: Impervious) (Flaws: Limited to One Direction, Immobile -2)
AP: Create Ice Object 4 (Extras: Independent)
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Re: Jab's Builds: Sword, Clown, Grenade & Tengu Man, Bass

Postby Jabroniville » Thu Mar 18, 2010 2:38 am

Image

GROUND MAN (Mega Man & Bass)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 12 (+1) CHA 8 (-1)

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

Feats:
Attack Specialization (Spread Drill), Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Spread Drill) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

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

"Big Drill" Blast 10 (Feats: Split Attack) (Extras: Penetrating 8.) (Drawbacks: Inaccurate) [31]
AP: "Spread Drill" Blast 9 (Extras: Autofire)
AP: Morph (Drill Machine Thingie) 2 (Feats: Metamorph)
AP: "Hand Drills" Strike +3 (Feats: Mighty, Improved Critical 2) (Extras: Penetrating 8.)

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

Combat:
Attack +8 (+10 Spread Drill), Damage +7 (+9-10 Spread Drill), Defense +7 (+9 Dodge), Initiative +5

Drawbacks:
Vulnerable (Remote Mine, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 27 / Powers: 75 / Saves: 5 / Combat: 30 / Drawbacks: -4 (150)

-Ground Man's a pretty cool design and concept- a burrowing machine guy with drills all over him. I approve. He burrows occasionally, but usually either just turns to a drillbot and tries to hit you, or he fires Spread Drill, a big weapon that splits into bunches of little ones. Upon victory, you gain the same ability- producing a larger, higher-powered Blast that 'sinks' a bit (making it Inaccurate), but the option for a better, multi-hitting weapon.

Bestows the:
"Spread Drill" Blast 8 (Extras: Autofire) (Drawbacks: Power Loss- Drains -1)
AP: "Big Drill" Blast 9 (Extras: Penetrating 8.) (Drawbacks: Inaccurate) [25]

Image

PIRATE MAN (Mega Man & Bass)
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 (Remote Mine), Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Environmental Adaptation (Water), Improved Critical (Remote Mine) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle, Withstand Damage

Powers:
Immunity 30 (Fortitude Effects) [30]
Swimming 2 [2]
Protection 9 [9]

"Remote Mine" Blast 10 (Feats: Split Attack, Triggered- Time) (Extras: Explosion) (Drawbacks: Reduced Range -2) [32]
AP: "Bubble Field"
AP: Create Object (Water) 5

"Bubble Field" Powers Linked
Bouncing 4 [4]
Strike +3 (Feats: Mighty) [4]
Force Field 2 (Flaws: Ablative) (Drawbacks: Power Loss- Wave Burner) [1]

Immunity 1 (Own Blasts) [1]

Saves:
Toughness +9 (+11 Force Field), Fortitude --, Reflex +6, Will +4

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

Drawbacks:
Vulnerable (Wave Burner, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 30 / Powers: 73 / Saves: 5 / Combat: 30 / Drawbacks: -4 (150)

-This guy's got a pretty cool design, despite being another "Bomb Guy" character. I find that alot of the best designs of the series come about when they attack a CONCEPT or an occupation to a guy instead of just an element- there's only so many ways you can make a "Fire Guy", but Army Guy, Pirate Guy & Knight Guy are practically limitless. This dude has multiple attacks and some water-ish powers to boost a standard jumpy "Bomb Guy" set-up, so he's pretty cool.

Bestows the:
"Remote Mine" Blast 9 (Feats: Triggered- Time) (Extras: Explosion) (Drawbacks: Reduced Range -2, Drains -1) [25]
Immunity 1 (Own Blasts) [1]
Last edited by Jabroniville on Fri Mar 19, 2010 10:30 am, edited 1 time in total.
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Re: Jab's Builds: Sword, Clown, Grenade & Tengu Man, Bass

Postby Jabroniville » Thu Mar 18, 2010 2:48 am

Image

DYNAMO MAN (Mega Man & Bass)
PL 10 (155)

ST 24 (+7) DEX 16 (+3) CON -- INT 10 WIS 10 CHA 10

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

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

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

"Lightning Bolt" Blast 10 (Feats: Split Attack 2, Indirect) (Extras: Area-Line) [36]
AP: "Flying Sparks" Blast 8
AP: "Shield" Force Field 5 (Flaws: Immobile -2)
AP: Regenerate 15 (Recovery +4, Injured 4, Disabled 6) (Flaws: Source- Electricity, Distracting)
Immunity 5 (Electrical Damage) [5]

Saves:
Toughness +10 (+15 Force Field), Fortitude --, Reflex +6, Will +4

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

Drawbacks:
Vulnerable (Copy Vision, Major, Common) [-4]

Abilities: 10 / Skills: 16--4 / Feats: 27 / Powers: 83 / Saves: 5 / Combat: 30 / Drawbacks: -4 (155)

-Dynamo Man's a pretty cool name stuck to a guy who looks like the incredibly-lame Heat Man in a modification of the X power suit thingies, for a pretty ho-hum Robot Master design. He's fairly high-powered and pricey though, because he has a bunch of unique tricks, including being the first boss (that I can think of) to HEAL HIMSELF in mid-battle. OK, so he has to jump up to a machine and do it, but it's still pretty nasty for an AP. Oddly, in the Youtube clips I see of gameplay, he only uses his sweet Lightning Bolt attack once per battle, when it's a pretty costly effect in M&M terms. Lord knows it's high Drain potential (5 bars per shot!) is the only thing keeping it from being an all-powerful stolen weapon.

Bestows the:
"Lightning Bolt" Blast 8 (Feats: Split Attack 3) (Extras: Area-Line) (Drawbacks: Power Loss- Drains -3) [27]

Image

MAGIC MAN (Mega Man & Bass)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 14 (+2)

Skills:
Intimidate 4 (+6)
Knowledge (Technology) 3 (+3)
Notice 3 (+3)
Perform (Magic Tricks) 6 (+10)

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

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

"Energy Ball" Powers Linked- Summon Minion 2 (Rompers) (Extras: Fanatical) (Flaws: Source- Must Be Shot) [6] & Blast 8 [16]
AP: "Magic Card" Blast 8 (Feats: Ricochet, Homing)
AP: "Dove Ball" Blast 7 (Feats: Split Attack 2, Homing 3)
Regenerate 14 (Recovery +4, Injured 4, Disabled 6) (Flaws: Source- Must Hit With Magic Card) [7]

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

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

Drawbacks:
Vulnerable (Tengu Blade, Major, Common) [-4]

Abilities: 18 / Skills: 16--4 / Feats: 29 / Powers: 71 / Saves: 5 / Combat: 34 / Drawbacks: -4 (157)

-Now this is an interesting design, totally not ripped off from any other Robot Masters. Probably my favourite out of the Mega Man & Bass characters, that's for sure. A Magician-bot? Totally unique. His level has a lot of stuff taken from MM8's Clown Man, right down to the trains & fun-house concept (though it's more about theme park stuff here than a fantasyland thing). His Magic Card is pretty standard Boomerang stuff by this point, but it has a side-effect in allowing him to heal damage if it hits. Otherwise, he can throw two types of energy balls, one that summons Minions if you shoot it, and another that throws out some Doves that are basically homing missiles. A very interesting boss.

ROMPERS
PL 5 (29), Minion Rank 2

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

Skills:
None

Feats:
None

Powers:
Strike 2 [2]
Protection 5 [5]
Immunity 30 (Fortitude Effects) [30]
Shrinking 8 (Feats: Innate) (Flaws: Permanent) [5]

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

Combat:
Attack +6 (+8 Size), Damage -3, Defense +5 (+7 Size), Initiative +1

Abilities: -36 / Skills: 00--0 / Feats: 4 / Powers: 42 / Saves: 1 / Combat: 22 / Drawbacks: -4 (29)


Bestows the:
"Magic Card" Blast 8 (Feats: Homing) (Drawbacks: Power Loss- Drains -1) [16]
"Long-Distance Grab" Move Object 2 [4]
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Re: Jab's Builds: Bass, Cold, Ground, Pirate, Dynamo & Magic Man

Postby Man Called True » Thu Mar 18, 2010 11:28 am

Made a couple of mistakes there - you copy/pasted Ground Man's description for Pirate Man, and Magic Man is apparently weak to a weapon from a game he's not even in.

Other than that, everything looks okay. Magic Man gets a little more notoriety from being a very popular Net Navi in the Battle Network series. As for Burner Man... they make fun of him in ZX.
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Re: Jab's Builds: Bass, Cold, Ground, Pirate, Dynamo & Magic Man

Postby Jabroniville » Fri Mar 19, 2010 10:23 am

http://megaman.wikia.com/wiki/Magic_Man
Mega Man & Bass actually has Tengu Man in it, and he uses this weapon according to the Wiki. Unless someone writing it made an error, but we all know that a Wiki anyone can use is impervious to false information.

I must've got Pirate Man worked on at the end of one building session, and assumed I was finished by the start of the next. So I'll have to edit in that one.
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Re: Jab's Builds: Bass, Cold, Ground, Pirate, Dynamo & Magic Man

Postby Jabroniville » Fri Mar 19, 2010 12:26 pm

And now for Mega Man 9! This and 10 are the least-known in the series (aside from "... and Bass"), but they came out on Virtual Consoles/Downloading/Whatever as sort of parodies/homages of the original run. That's right, these are 8-BIT GAMES. Produced NOWADAYS. That's just too hilarious for words- with all our technology, they're making blocky Mega Man games again :). I approve heartily. The American producers even went all-out, replicating the GOD AWFUL early box art of the games, complete with vaguely Mega Mannish regular-sized dude in realistic painting, carrying a GUN instead of having the Buster for a hand, and pictures of insane random backgrounds in the images (The original box art was designed with only a bare understanding of what the game was, you see, which brought about that horrid art).
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Re: Jab's Builds: Bass, Cold, Ground, Pirate, Dynamo & Magic Man

Postby Jabroniville » Fri Mar 19, 2010 12:29 pm

Image

CONCRETE MAN (Mega Man 9)
PL 10 (150)

ST 30 (+10) DEX 14 (+2) CON -- INT 10 WIS 10 CHA 10

Skills:
Intimidate 6 (+5)
Knowledge (Technology) 1 (+1)
Notice 3 (+4)
Profession (Construction) 6 (+6)

Feats:
All-Out Attack, Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Fast Overrun, Improved Overrun, Minions 10 (Base Full of Powerful Minions), Power Attack

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

"Concrete Shot" [32]
AP: "Power Punch" Strike +0 (Feats: Mighty, Extended Reach 3, Improved Critical 2)
AP: "Ground Slam" Trip 10 (Extras: Area-Burst)

"Concrete Shot" Both Powers Linked
Strike 8 (Feats: Extended Reach 3) [12]
Paralyze 6 (Extras: Toughness Save +0, Ranged) [18]

Saves:
Toughness +11, Fortitude --, Reflex +3, Will +4

Combat:
Attack +9, Damage +10 (+8 Concrete Shot), Defense +7 (+9 Dodge), Initiative +2

Drawbacks:
Vulnerable (Laser Trident, Major, Common) [-4]

Abilities: 14 / Skills: 16--4 / Feats: 26 / Powers: 73 / Saves: 5 / Combat: 32 / Drawbacks: -4 (150)

-Concrete Man's got some unique, nice powers, but is mostly a Guts Man/Stone Man concept at heart, being a big strong guy. He bullrushes you from across the screen, tries to trip you up, or flat-out stuns you with his Concrete Shot. It's only flaw is that it's seriously low-ranged, only lobbing out halfway across the screen, tops. Once you gain his power, you start whipping out the same thing, turning smaller enemies into concrete blocks that you can jump on, and slowly disintegrate (Strike Linked to Transform). Alternatively, it just does more damage to larger 'bots, AP'ing that off of the Transform.

Bestows the:
"Concrete Shot" Both Powers Linked (Drawbacks: Power Loss- Drains -1) [26]
Strike 6 (Feats: Extended Reach 3) [9]
Transform (Small Robots to Stone) 4 [17]
AP: Strike 9 (Feats: Extended Reach 3)
AP: Transform (Lava to Stone) 4

Image

PLUG MAN (Mega Man 9)
PL 10 (150)

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

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

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

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

"Plug Ball" Blast 10 (Extras: Area-Shapeable) (Flaws: Limited to Single Terrain Surface) [21]
AP: "Fired Plug" Blast 10
Immunity 5 (Electrical Damage) [5]

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

Combat:
Attack +8 (+10 Plug Ball), Damage +7 (+10 Plug Ball), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Jewel Satellite, Major, Common) [-4]

Abilities: 16 / Skills: 16--4 / Feats: 29 / Powers: 68 / Saves: 5 / Combat: 32 / Drawbacks: -4 (150)

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

Bestows the:
"Plug Ball" Blast 9 (Extras: Area-Shapeable) (Flaws: Limited to Single Terrain Surface) (Drawbacks: Power Loss- Drains -1) [19]
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Re: Jab's Builds: Bass, Cold, Ground, Pirate, Dynamo & Magic Man

Postby Jabroniville » Fri Mar 19, 2010 12:31 pm

Image

TORNADO MAN (Mega Man 9)
PL 10 (160)

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 (Tornado Blow), Dodge Focus 3, Equipment 10 ("Nintendo Hard" Base), Improved Overrun, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Flight 4 [8]
Protection 9 [9]

"Tornado Blow" Blast 9 (Feats: Split Attack 3, Indirect, Knockback 4) (Extras: Area-Cylinder) [38]
AP: Environmental Control 10 (Rain- Hamper Movement)
AP: Environmental Control 10 (Wind- Hamper Movement)

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

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

Drawbacks:
Vulnerable (Plug Ball, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 27 / Powers: 85 / Saves: 5 / Combat: 30 / Drawbacks: -4 (160)

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

Bestows the:
"Tornado Blow" Blast 8 (Feats: Split Attack 3, Indirect, Knockback 4) (Extras: Area-Cylinder) (Flaws: Limited to Four Uses) [24]

Image

MAGMA MAN (Mega Man 9)
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 (Magma Bazooka), Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Magma Bazooka) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

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

"Magma Bazooka" Blast 9 (Feats: Split Attack 2) [21]
AP: Blast 6 (Extras: Autofire)
Fire Aura 3 [12]
Immunity 5 (Heat & Fire Damage) [5]

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

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

Drawbacks:
Vulnerable (Tornado Blow, Major, Common) [-4]
Disabled (No Hands) [-4]
Power Loss (All Powers but Autofire Blast vs. Tornado Blow, Major, Common) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 28 / Powers: 80 / Saves: 5 / Combat: 32 / Drawbacks: -12 (150)

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

Bestows the:
"Magma Bazooka" Blast 7 (Feats: Split Attack 2) (Drawbacks: Power Loss- Drains -1) [20]
AP: "Charged Shot" Blast 10 (Feats: Split Attack 2, Improved Critical 4) (Flaws: Requires One Round of Charge) (Drawbacks: Drains -2, Inaccurate)
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Re: Jab's Builds: Bass, Cold, Ground, Pirate, Dynamo & Magic Man

Postby Jabroniville » Fri Mar 19, 2010 12:33 pm

Image

HORNET MAN (Mega Man 9)
PL 10 (150)

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

Skills:
Craft (Chemical) 4 (+4)
Intimidate 6 (+5)
Knowledge (Technology) 3 (+3)
Notice 3 (+4)
Profession (Gardener) 8 (+8)

Feats:
All-Out Attack, Attack Focus (Ranged), Attack Specialization (Hornet Chaser), Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Hornet Chaser), Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Flight 3 [6]
Protection 10 [10]

"Hornet Chaser" Blast 9 (Feats: Split Attack, Homing 4) [23]

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

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

Drawbacks:
Vulnerable (Magma Bazooka, Major, Common) [-4]

Abilities: 14 / Skills: 24--6 / Feats: 29 / Powers: 69 / Saves: 5 / Combat: 32 / Drawbacks: -4 (150)

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

Bestows the:
"Hornet Chaser" Blast 6 (Feats: Split Attack, Homing 4) (Drawbacks: Power Loss- Drains -1) [17]
AP: Move Object 2

Image

JEWEL MAN (Mega Man 9)
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 (Diamond Mine Worker) 8 (+8)

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

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

"Jewel Satellite"
Force Field 3 (Extras: Impervious 5) (Drawbacks: Power Loss- Black Hole Bomb, Weak Point- Between Jewels) [6]
Jewel Aura 6 [25]
AP: Blast 10

Saves:
Toughness +8 (+11 Force Field, Fortitude --, Reflex +6, Will +4

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

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

Abilities: 14 / Skills: 20--5 / Feats: 29 / Powers: 71 / Saves: 5 / Combat: 30 / Drawbacks: -4 (150)

-This stage is kind of poopy, being pretty uneventful except for annoying jumping spiders and really awful swinging platforms you have to activate by running up & down on them so you can make the next jump. Jewel Man's the latest in a long string of "Force Field" guys, but to be fair, it's been a while. A nice concept for a guy, but the execution is a bit off- hard to look scary when you're a man dressed in pink. Unless you're the Excellence of Execution. He's pretty easy to figure out, having a recognizable jumping pattern, and the Black Hole Bomb makes him an embarassment- it doesn't just do huge damage, it also sucks in his Force Field. Poor guy. As it stands, though, he's got a powerful Aura effect that APs into a Blast, and a Force Field that makes him +11 Toughness (though you can fire between the Jewels to hit him).

Bestows the:
"Jewel Satellite" [24]
Force Field 3 (Extras: Impervious 5) (Drawbacks: Power Loss- Drains -1) [7]
Jewel Aura 4 [17]
AP: Blast 8
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Re: Jab's Builds: Concrete, Magma, Jewel, Tornado & Hornet Man

Postby Jabroniville » Sat Mar 20, 2010 9:22 pm

Image

GALAXY MAN (Mega Man 9)
PL 10 (155)

ST 24 (+7) DEX 20 (+5) CON -- INT 14 (+2) WIS 10 CHA 8 (-1)

Skills:
Intimidate 6 (+5)
Knowledge (Technology) 5 (+7)
Notice 3 (+4)
Profession (Rocket Organizer) 6 (+8)

Feats:
Attack Specialization (Black Hole Bomb), Defensive Attack, Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Improved Critical (Black Hole Bomb) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Flight 4 [8]
Teleport 2 [4]
Protection 10 [10]
Quickness 4 (Flaws: Limited to Mental Tasks) [2]

"Black Hole Bomb" Powers Linked
Blast 10 (Extras: Area-Burst) (Flaws: Additional Save- Strength) (Drawbacks: Reduced Range -1) [20]
AP: Blast 9
Nullify Blast Powers 4 (Extras: Area-Burst) (Drawbacks: Reduced Range -1) [11]

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

Combat:
Attack +8 (+10 Black Hole Bomb), Damage +7 (+9 Black Hole Bomb), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Vulnerable (Concrete Shot, Major, Common) [-4]
Power Loss (Black Hole Bomb vs. Concrete Shot, Minor, Common) [-2]

Abilities: 16 / Skills: 20--5 / Feats: 28 / Powers: 75 / Saves: 5 / Combat: 32 / Drawbacks: -6 (155)

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

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

Bestows the:
"Black Hole Bomb" Powers Linked [25]
Blast 8 (Extras: Area-Burst) (Flaws: Additional Save- Strength) (Drawbacks: Reduced Range -1, Drains -2) [14]
AP: Blast 8
Nullify Blast Powers 4 (Extras: Area-Burst) (Drawbacks: Reduced Range -1) [11]

Image

Splash Woman is apparently a sex symbol to the Mega Man fanbase. That's right- when you're deprived of ANY female characters aside from a little girl for more than twenty years, apparently ANYTHING can look like a hot piece of ass.

SPLASH WOMAN (Mega Man 9)
PL 10 (150)

ST 24 (+7) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 14 (+2)

Skills:
Intimidate 6 (+5)
Knowledge (Technology) 3 (+3)
Notice 3 (+4)
Perform (Singing) 4 (+6)
Profession (Rescue Worker) 8 (+8)

Feats:
All-Out Attack, Attack Specialization (Laser Trident), Defensive Attack, Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Favoured Environment (Underwater), Improved Critical (Laser Trident) 2, Minions 10 (Base Full of Powerful Minions), Power Attack, Startle

Powers:
Immunity 30 (Fortitude Effects) [30]
Swimming 3 [3]
Protection 8 [8]

"Laser Trident" Device 6 (easy to lose) [18]
Blast 9 (Extras: Autofire) (27)

"Summon Fishes" Animal Control 5 (Flaws: Limited to Fishes) [5]

Saves:
Toughness +8, Fortitude --, Reflex +6, Will +4

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

Drawbacks:
Vulnerable (Hornet Chaser, Major, Common) [-4]

Abilities: 18 / Skills: 24--6 / Feats: 29 / Powers: 64 / Saves: 5 / Combat: 34 / Drawbacks: -4 (150)

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

Bestows the:
"Laser Trident" Blast 8 (Extras: Autofire) (Drawbacks: Power Loss- Drains -1) [23]
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Re: Jab's Builds: Concrete, Magma, Jewel, Tornado & Hornet Man

Postby Jabroniville » Sat Mar 20, 2010 9:23 pm

Now it's the final game in this massive-arse countdown- Mega Man 10! Basically just like Mega Man 9, it's an old-school NES-styled game up for sale, packing in a new bunch of villains with some unique takes on old powers, and a few totally new ideas. Plus, y'know, you can play as Bass and Proto Man. Which takes this to a whole new level of awesome.
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Re: Jab's Builds: Concrete, Magma, Jewel, Tornado & Hornet Man

Postby Jabroniville » Sat Mar 20, 2010 9:25 pm

Image

No. Really. Real character.

SHEEP MAN (Mega Man 10)
PL 10 (160)

ST 23 (+6) DEX 20 (+5) CON -- INT 10 WIS 10 CHA 10

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

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

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

"Wool Cloud" Alternate Form 10 (Flaws: Limited to 2 Rounds at a Time) [41]
AP: "Bouncing Blast" Electrical Control 9

Alternate Form 10 (Wool Cloud)
Flight 2 (4)
Electrical Control 10 (Extras: Area-Line) (Flaws: Touch Range) (20)
Duplication 7 (Feats: Progression 2) (Extras: Horde) (23) -- (47 points)

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

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

Drawbacks:
Vulnerable (Rebound Striker, Major, Common) [-4]

Abilities: 12 / Skills: 16--4 / Feats: 29 / Powers: 83 / Saves: 5 / Combat: 30 / Drawbacks: -4 (160)

-I don't know what's funnier: The fact that this guy's name is SHEEP MAN, or that he actually looks kinda cool. He's one of the more odd bosses in Mega Man history- turning into four clouds that fire lightning bolts out of them. Fairly tough, he's got an easy pattern but a lot of stuff flying around at once, and a hard-to-stat up power-set. I settled on an Alternate Form that Duplicates, but is only capable of 1-2 rounds of fire at a time before settling back into his weaker, normal form. He can keep getting back into it, however. Like a lot of newer-generation models, he's going a bit over-cost, because all that stuff is tough to fit into a PL 10 (150) template when you've got 20 points of Equipment/Minions on each guy (which I never felt like altering, as it makes MOST guys fit the standard pretty easily).

Bestows the:
"Thunder Wool" Electrical Control 9 (Extras: Area-Line) (Drawbacks: Power Loss- Drains -1) [26]

Image

STRIKE 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 (Baseball Player) 4 (+9) -- (Uses Dex)

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

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

"Rebound Striker" Blast 9 (Feats: Ricochet 4, Homing 4) [28]
AP: "Ball Form"
AP: "Power Spin" Blast 9 (Feats: Ricochet 4, Homing 4) (Extras: Autofire) (Flaws: Side-Effect- Dazed)

"Ball Form" Powers Linked
Protection 4 (Extras: Impervious 10) (Drawbacks: Reduced Dodge -4) (10)
Strike +3 (Feats: Mighty) (4)

Saves:
Toughness +10 (+14 Ball Form), Fortitude --, Reflex +6, Will +4

Combat:
Attack +9 (+11 Rebound Striker), Damage +7 (+9 Rebound Striker, +10 Ball Form), Defense +8 (+10 Dodge, +6 Ball Form), Initiative +5

Drawbacks:
Vulnerable (Triple Blade, Major, Common) [-4]

Abilities: 14 / Skills: 16--4 / Feats: 27 / Powers: 70 / Saves: 5 / Combat: 34 / Drawbacks: -4 (150)

-A new Sports-themed guy, it's an inventive concept, but he looks a little silly and not too scary. The Rebound Striker brings about a new "Ricochet"-based power, which is always fun but rarely a major weapon in a game based so much on accuracy & timing. The Ball Form is a simple Force Field that boosts Toughness but lowers his Dodge to even it out (it's easy to hit, but the Mega Buster is NOT going to pound through +14, +10 Impervious).

Bestows the:
"Rebound Striker" Blast 8 (Feats: Ricochet 4, Homing 4, Improved Critical 2) (Drawbacks: Power Loss- Drains -1) [25]
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Re: Jab's Mega Builds: Galaxy, Strike & Sheep Man, Splash Woman

Postby Man Called True » Sun Mar 21, 2010 9:38 am

You should have seen the "steel wool" jokes fly when they created Sheep Man.

I'm afraid I can't comment on anything after MM8. I have a Wii, but I don't have broadband, so the Virtual Console is closed to me.

Now... to take the builds of the 1-8 Robot Masters and pit them against my original heroes... This ought to be fun...
I've forgotten more than some people will ever know... Of course, there's my problem...

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

Postby Jabroniville » Sun Mar 21, 2010 5:50 pm

Image

BLADE 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 (Sword Studier) 8 (+8)

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

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

"Triple Blade" Blast 9 (Extras: Area-Cone) (Flaws: Touch Range) [19]
AP: "Sword Slash" Strike +3 (Feats: Mighty)

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

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

Drawbacks:
Vulnerable (Triple Blade, Major, Common) [-4]

Abilities: 14 / Skills: 20--5 / Feats: 28 / Powers: 63 / Saves: 5 / Combat: 38 / Drawbacks: -4 (150)

-Blade Man's nice and interesting, using a Cone Area Blast (tosses 2-5 swords in a "Cone" shape, really- doesn't fit Autofire or Split Attack since only ONE will hit most guys), and doesn't look quite like any other Robot Master (his HEAD looks like a sword), despite sharing a "theme" with Sword Man. Kind of ninja-esque and obsessed with swords (as all great "Sword Guys" are), he can jump to walls but is vulnerable to the Wall-Bursting power of the Commando Bomb. He's one of the few Robot Masters to match melee & ranged power equally, requiring no Attack Specialization at all.

Bestows the:
"Triple Blade" Blast 8 (Extras: Area-Cone) (Flaws: Touch Range) (Drawbacks: Power Loss- Drains -1) [17]

Image

COMMANDO 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 (Commando Bomb), Defensive Attack, Dodge Focus 2, Equipment 10 ("Nintendo Hard" Base), Environmental Adaptation (Desert), Improved Critical (Commando Bomb) 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 (Detect Mines) [1]

"Commando Bomb" Blast 10 (Extras: Area-Burst) [31]
AP: "Ground Stomp" Trip 10 (Extras: Area-Burst) (Flaws: Touch Range)

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

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

Drawbacks:
Vulnerable (Wheel Cutter, Major, Common) [-4]
Disabled (No Hands) [-4]

Abilities: 14 / Skills: 12--3 / Feats: 28 / Powers: 74 / Saves: 5 / Combat: 32 / Drawbacks: -8 (150)

-Commando Man's a new military-themed design like Search Man, pretty generic, but alright. I do like the power- especially it's graphical application. It's like a Bomb Power that drops when it comes near an enemy, blowing up into a spread pattern. Pretty standard boss in most respects (including standard +10/+10 outputs all over), though he DOES have a new ability no others have had- Super-Senses towards mine detection. It ain't much, but it's there. The power he bestows upon Mega Man is one of the more costly in the series, as it's VERY powerful, and blows up real good.

Bestows the:
"Commando Bomb" Blast 9 (Extras: Area-Burst) (Drawbacks: Power Loss- Drains -1) [27]
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