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Mega Men


eternal_sage
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so i was playing Mega Man the other day (own the complete collection on my GameCube, cause sadly my NES bit the dust years ago) and i realized that with a little tweaking Mega Man would be an amazing concept for a HERO game. after bouncing some ideas off my wife and my friend who was present (we were taking turns playing through each game) we came up with the following.

 

instead of "Mega Man" the fighting robot, what if we split him into 6 characters, each with a different twist on the same concept (fighting robot that absorbs the abilities of fallen foes). so we came up with 6 archtypes based on powers that Mega Man gets throughout the series (with the exception of one character who is purely a RP friendly character). the Leader of the group is essentially default Mega Man: ranged support and some added social interaction skills (cause he's the leader). we then took the Rush armor concept from 6 and made 2 more Mega Men, Heavy Assualt, based on the Power Armor Mega Man and getting all the bomb and missle weapons, and Movement, based on the Jet Pack Mega Man and getting all the movement related weapons. Then we added Weapons Master, since alot of the bosses have actual physical weapons like spears and flails (and cause i always like Zero from the X series) and Shield who is similarly based on the various robot masters with some type of shield mechanics. the only thing the group was missing was a tactician, so we created the concept of Sensors, who would gain senses powers from the robot masters similar to the different visor types from Metroid Prime (cause lord knows how many times i bounced back and forth between Mega Man and Metroid in my youth).

 

that decided, we decided that every weapon needed a charged version (cause if only Leader got the Mega Buster that would be lame) which of course lead to lots of fun ideas. we kept the weapons as close to the originals as possible but we redesigned quite a few as well to better fit a world in which all the robot masters were present for the duration of the conflict with Dr. Wily. the end result is awesome and humorous and cool enough for us to seriously consider making it our main game for the fall.

 

the new revamped setting has Dr. Light as the head of Light Enterprises, a Asimovian robotics designer who loves nothing more than to build and innovate. he has made a fortune on his early robot designs, which largely resemble the robots currently being working on a many of the major robotics labs across the globe: capable of interaction, but ultimately just machines. these robots have been used all across the globe in numerous special jobs and tasks.

 

recently Dr. Light has produced a series of special prototypes which he refers to as "Masters" which are each dedicated to a certain special task that is either unsafe or unpleasent for humans to do (mining for Drill Man, for example). these robots are designed to operate much more indepentantly than the earlier models and as such are given a Asimovian "positronic brain" or other such "free will" and "cognition" inducing upgrades, along with another Asmovian ripoff: "the Three Laws of Robotics". these robots are especially useful to Light Enterprises, both as show pieces and as internal workers.

 

along side the Masters, however, Dr. Light also produces a series of personal projects which are given greater enhancements to cognition and free will, and who even develop something akin to emotions. these are mostly prototypes for the next big leap at Light Industries, but largely Dr. Light treats them as his children. [Leader] is Dr. Light's personal assistant. [Weapons Master] protects Dr. Light's family. [shield] and [Heavy Assualt] are employed to protect workers in Dr. Light's factories from dangerous compounds and reactions, and [sensor] and [Movement] are sent out looking for new resources for the company.

 

enter Dr. Wily. jealous of Dr. Light's success (the two of them were students together in the same robotics labs, Dr. Light graduated with honors, "Dr." Wily was kicked out for cheating on his exams) he engineers a virus that reworks the Three Laws software on the Masters series of robots, which in turn take control over the more simple robots and start wreaking havok. aghast at the havok his inventions are creating but not yet suspecting that anything other than programming error has occured, he decides he most shut down the Masters. when all the override codes no longer work, he is left no recourse. that's when our heroes step in. wanting to help their "father" they decide to fight the Masters. having the Three Laws hardwired as opposed to software, they are immune to the virus that corrupted their "little borthers". grieved that it has come to this, Dr. Light reluctantly agrees, and outfits each prototype with an armament fitting their "personalities" aka original programming and they are off to fight the evil robot hordes!

 

and yes, the campaign will pull about equally from Asimov and Mega Man, because i don't really see anything that is mutually exclusive in this situation. Asimov adds the drama and RPability that Maga Man lacks, and Mega Man adds the action that Asimov lacks. together they make Reece's Cups!... er.... an excellent setting!

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Re: Mega Men

 

:thumbup:

so i was playing Mega Man the other day (own the complete collection on my GameCube, cause sadly my NES bit the dust years ago) and i realized that with a little tweaking Mega Man would be an amazing concept for a HERO game. after bouncing some ideas off my wife and my friend who was present (we were taking turns playing through each game) we came up with the following.

 

instead of "Mega Man" the fighting robot, what if we split him into 6 characters, each with a different twist on the same concept (fighting robot that absorbs the abilities of fallen foes). so we came up with 6 archtypes based on powers that Mega Man gets throughout the series (with the exception of one character who is purely a RP friendly character). the Leader of the group is essentially default Mega Man: ranged support and some added social interaction skills (cause he's the leader). we then took the Rush armor concept from 6 and made 2 more Mega Men, Heavy Assualt, based on the Power Armor Mega Man and getting all the bomb and missle weapons, and Movement, based on the Jet Pack Mega Man and getting all the movement related weapons. Then we added Weapons Master, since alot of the bosses have actual physical weapons like spears and flails (and cause i always like Zero from the X series) and Shield who is similarly based on the various robot masters with some type of shield mechanics. the only thing the group was missing was a tactician, so we created the concept of Sensors, who would gain senses powers from the robot masters similar to the different visor types from Metroid Prime (cause lord knows how many times i bounced back and forth between Mega Man and Metroid in my youth).

 

that decided, we decided that every weapon needed a charged version (cause if only Leader got the Mega Buster that would be lame) which of course lead to lots of fun ideas. we kept the weapons as close to the originals as possible but we redesigned quite a few as well to better fit a world in which all the robot masters were present for the duration of the conflict with Dr. Wily. the end result is awesome and humorous and cool enough for us to seriously consider making it our main game for the fall.

 

the new revamped setting has Dr. Light as the head of Light Enterprises, a Asimovian robotics designer who loves nothing more than to build and innovate. he has made a fortune on his early robot designs, which largely resemble the robots currently being working on a many of the major robotics labs across the globe: capable of interaction, but ultimately just machines. these robots have been used all across the globe in numerous special jobs and tasks.

 

recently Dr. Light has produced a series of special prototypes which he refers to as "Masters" which are each dedicated to a certain special task that is either unsafe or unpleasent for humans to do (mining for Drill Man, for example). these robots are designed to operate much more indepentantly than the earlier models and as such are given a Asimovian "positronic brain" or other such "free will" and "cognition" inducing upgrades, along with another Asmovian ripoff: "the Three Laws of Robotics". these robots are especially useful to Light Enterprises, both as show pieces and as internal workers.

 

along side the Masters, however, Dr. Light also produces a series of personal projects which are given greater enhancements to cognition and free will, and who even develop something akin to emotions. these are mostly prototypes for the next big leap at Light Industries, but largely Dr. Light treats them as his children. [Leader] is Dr. Light's personal assistant. [Weapons Master] protects Dr. Light's family. [shield] and [Heavy Assualt] are employed to protect workers in Dr. Light's factories from dangerous compounds and reactions, and [sensor] and [Movement] are sent out looking for new resources for the company.

 

enter Dr. Wily. jealous of Dr. Light's success (the two of them were students together in the same robotics labs, Dr. Light graduated with honors, "Dr." Wily was kicked out for cheating on his exams) he engineers a virus that reworks the Three Laws software on the Masters series of robots, which in turn take control over the more simple robots and start wreaking havok. aghast at the havok his inventions are creating but not yet suspecting that anything other than programming error has occured, he decides he most shut down the Masters. when all the override codes no longer work, he is left no recourse. that's when our heroes step in. wanting to help their "father" they decide to fight the Masters. having the Three Laws hardwired as opposed to software, they are immune to the virus that corrupted their "little borthers". grieved that it has come to this, Dr. Light reluctantly agrees, and outfits each prototype with an armament fitting their "personalities" aka original programming and they are off to fight the evil robot hordes!

 

and yes, the campaign will pull about equally from Asimov and Mega Man, because i don't really see anything that is mutually exclusive in this situation. Asimov adds the drama and RPability that Maga Man lacks, and Mega Man adds the action that Asimov lacks. together they make Reece's Cups!... er.... an excellent setting!

:thumbup::thumbup: great idea just make sure they're ROBOTS not computer avatars

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Re: Mega Men

 

lol. no worries there, although i very well may use some of the revamped designs from the Battle Network games, just because they look better :D.

 

i have all the base characters built, and i'm working on the mode upgrades as we speak. i'm going to hand out upgrades instead of making them buy them, although i will still be giving XP which can be used on other things, just not power upgrades. of course, the session someone gets a mode upgrade they won't be getting XP, and there are 5 mode upgrades per character, so its going to be pretty evenly distributed, and all the characters are pretty much evenly built to begin with (and after all the modes are obtained as well) so it should be fun for everyone.

 

i'll post everything up as i get it finished :D

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Re: Mega Men

 

ok, we got info up for the leader of the group.

 

Called Jack by Dr. Light, M-Series Alpha was a simple personal assistance robot. Jack worked for Dr. Light as a secretary and was developed as the primary face of Light Industries. Used to large amounts of time with the press and on the phone answering questions, Jack is a natural at dealing with people. Programmed to be warm and caring, most people feel right at home in his presence, despite his artificial nature. When Dr. Wily began his nefarious scheme, Jack was the first in line to fight the villain. His "natural" personality lends him a very strong ability to lead others, be they robots or humans. On the battlefield Jack hangs back and directs his teammates, coordinating attacks and keeping the enemies off balance.

 

 

Jack (M-Series Alpha)


Val	Char	Cost
15	STR	5
15	DEX	15
10	CON	0
10	BODY	0
20	INT	10
20	EGO	20
25	PRE	15
10	COM	0

3/9	PD	0
2/8	ED	0
2	SPD	0
5	REC	0
20	END	0
23	STUN	0

6"	RUN	0
2"	SWIM	0
3"	LEAP	0
Characteristics Cost: 65

Cost	Power
18	Base Armor Plate: Armor (6 PD/6 ED)
27	Mega Mode: Multipower, 40-point reserve,  (40 Active Points); Lockout (-1/2)
2u	1)  Mega Blaster: RKA 1 1/2d6 (25 Active Points)
3u	2)  Mega Buster: RKA 2 1/2d6 (40 Active Points); Extra Time (Delayed Phase, -1/4)
Powers Cost: 50


Cost	Skill
15	+3 with Ranged Combat
3	Teamwork 12-
3	Conversation 14-
3	Acting 14-
3	Oratory 14-
3	Persuasion 14-
20	20 points of personalized skills, all slots: Common Adder
Skills Cost: 50

Cost	Perk
5	Contact (Contact has very useful Skills or resources, Good relationship with Contact) 11-
Perks Cost: 5

Cost	Talent
3	Absolute Range Sense
Talents Cost: 3

Total Character Cost: 173

Pts.	Disadvantage
0	Dependence:  Sunlight Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 1 Day)
20	Distinctive Features:  Robot (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
Specialized Robotics Laws
20	1)  Psychological Limitation:  Law 1: Cannot Harm Humans or Through Inaction Allow Humans to be Harmed (Common, Total)
20	2)  Psychological Limitation:  Law 2: Must Cooperate With Humans Except Where In Conflict with Law 1 (Common, Total)
20	3)  Psychological Limitation:  Law 3: Must Perserve Itself Except Where in Conflict With Law 1 (Common, Total)


Disadvantage Points: 80
Base Points: 43
Experience Required: 50
Total Experience Available: 0
Experience Unspent: 0

 

and here are the weapon modes

 

Cost	Power

30	Gemini Mode: Multipower, 45-point reserve,  (45 Active Points); Lockout (-1/2)

3u	1)  Ricochet Shot: RKA 1d6, Indirect (Any origin, any direction; Must Reflect Off of Solid Surface; +3/4) (26 Active Points)

4u	2)  Ricochet Explosion: RKA 2d6, Explosion (Cone; -1 DC/2"; Explosion Must Occur Off of Solid Surface; +1/2) (45 Active Points); Extra Time (Delayed Phase, -1/4)

30	Charge Mode: Multipower, 45-point reserve,  (45 Active Points); Lockout (-1/2)

2u	1)  Charge Stun: Entangle 2d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (44 Active Points); Short Duration (Effect Lasts a Number of Phases Equal to Body Rolled; -1/2), Cannot Form Barriers (-1/4)

2u	2)  Chain Stun: Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Explosion (+1/2) (45 Active Points); Short Duration (Effect Lasts a Number of Phases Equal to Body Rolled; -1/2), Increased Endurance Cost (x2 END; -1/2), Cannot Form Barriers (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)

40	Blizzard Mode: Multipower, 60-point reserve,  (60 Active Points); Lockout (-1/2)

6u	1)  Ice Beam: Drain DEX 6d6 (60 Active Points)

3u	2)  Freeze Beam: Entangle 6d6, 6 DEF (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Cannot Form Barriers (-1/4)

40	Heat Mode: Multipower, 60-point reserve,  (60 Active Points); Lockout (-1/2)

4u	1)  Flame Blaster: RKA 1 1/2d6, Penetrating (+1/2) (37 Active Points)

5u	2)  Atomic Flame: RKA 2d6, Sticky (+1/2), Penetrating (+1/2) (60 Active Points); Extra Time (Delayed Phase, -1/4)

27	Air Mode: Multipower, 40-point reserve,  (40 Active Points); Lockout (-1/2)

2u	1)  Wind Blast: EB 6d6 (30 Active Points); Reduced By Range (-1/4)

1u	2)  Vortex Cage: Entangle 3d6, 3 DEF, Entangle And Character Both Take Damage (+1/4) (37 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Increased Endurance Cost (x2 END; -1/2), Cannot Form Barriers (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)


Powers Cost: 199


 

 

 

[picture forth coming]

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Re: Mega Men

 

and we got the Weapons Master.

 

Called Leona by Dr. Light, M-Series Epsilon was designed to be a home assistance and child care robot. Designed to take care of Dr. Light's children, Leona was given a certain child-like nature that made it easy for her to get along with the children and to not seem like an outsider. As such, Leona quickly developed a rather strange taste for Martial Arts movies and comic books which she devoured almost as quickly as her charges. Being essentially designed to keep the children safe, Leona is programmed with a variation of the Three Laws that protect humans from rampant robots that prioritizes children over all other humans (thus allowing her to cause harm to an adult who harms a child). When Dr. Wily threatened the world, Leona reluctantly left the children at Jack's urging, seeing Dr. Wily's defeat as the only way to ensure their safety. On the battlefield Leona utilizes her vast store of martial arts movements stored in her memory core to quickly defeat her foes in hand to hand combat.

 

 

Leona (M-Series Epsilon)


Val	Char	Cost
20	STR	10
25	DEX	45
20	CON	20
15	BODY	10
10	INT	0
10	EGO	0
15	PRE	5
10	COM	0

4/10	PD	0
4/10	ED	0
3	SPD	0
8	REC	0
40	END	0
35	STUN	0

12"	RUN	0
2"	SWIM	0
4"	LEAP	0
Characteristics Cost: 90

Cost	Power
18	Base Armor Plate: Armor (6 PD/6 ED)
18	Sword Mode: Multipower, 27-point reserve,  (27 Active Points); Lockout (-1/2)
1u	1)  Beam Sword: HKA 1d6 (2d6 w/STR) (15 Active Points)
1u	2)  Charging Slash: Running +6" (12" total) (12 Active Points); OAF (Requires Beam Sword; -1), Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, -1/4)
Powers Cost: 38

Cost	Martial Arts Maneuver
4	Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4	Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
Martial Arts Cost: 8

Cost	Skill
10	+2 with HTH Combat
3	Fast Draw 14-
3	Conversation 12-
3	Concealment 11-
3	Contortionist 14-
2	SS:  Developmental Psychology 11-
2	SS:  Behavioral Modification 11-
3	Sleight Of Hand 14-
3	KS: Comic Books 12-
4	KS: Martial Arts Movies 13-
2	KS: Kenjutsu 11-
2	PS: Household Tasks and Chores 11-
Skills Cost: 40



Total Character Cost: 176

Pts.	Disadvantage
0	Dependence:  Sunlight Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 1 Day)
20	Distinctive Features:  Robot (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20	Enraged:  Loss of 50% (or More) BODY (Common), go 11-, recover 11-
10	Psychological Limitation:  Child-like Demenor (Common, Moderate)
Specialized Robotics Laws
20	1)  Psychological Limitation:  Law 0: Cannot Harm Children or Through Inaction Allow Children to be Harmed (Common, Total)
20	2)  Psychological Limitation:  Law 1: Cannot Harm Humans or Through Inaction Allow Humans to be Harmed Except When in Conflict with Law 0 (Common, Total)
20	3)  Psychological Limitation:  Law 2: Must Cooperate With Humans Except Where In Conflict with Laws 0 and 1 (Common, Total)
20	4)  Psychological Limitation:  Law 3: Must Perserve Itself Except Where in Conflict With Law 0 and 1 (Common, Total)


Disadvantage Points: 130
Base Points: 46
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

 

and the weapon modes for her

 

Cost	Power

45	Centaur Mode: Multipower, 67-point reserve,  (67 Active Points); Lockout (-1/2)

1u	1)  Beam Bow: Killing Attack - Ranged 2d6, Indirect (Same origin, always fired away from attacker; +1/4) (37 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4), Beam (-1/4)

2u	2)  Scatter Shot: Killing Attack - Ranged 2d6, Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect (8" Cone; +1), Selective (+1/4), Two-Dimensional (-1/4) (67 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4), Extra Time (Delayed Phase, -1/4)

33	Yamato Mode: Multipower, 49-point reserve,  (49 Active Points); Lockout (-1/2)

2u	1)  Beam Yari: (Total: 49 Active Cost, 18 Real Cost) Stretching 1" (5 Active Points); OAF Durable Expendable (Easy to obtain new Focus; Beam Yari; -1), Always Direct (-1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (44 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4) (Real Cost: 16)

1u	2)  Spinning Shield: Force Field (8 PD/5 ED) (13 Active Points); Increased Endurance Cost (x6 END; -2 1/2), OAF Durable Expendable (Easy to obtain new Focus; -1), Limited Coverage 60 Degrees (-1), Extra Time (Delayed Phase, -1/4), Physical Manifestation (-1/4)

33	Yamato Mode: Multipower, 49-point reserve,  (49 Active Points); Lockout (-1/2)

2u	1)  Beam Yari: (Total: 49 Active Cost, 18 Real Cost) Stretching 1" (5 Active Points); OAF Durable Expendable (Easy to obtain new Focus; Beam Yari; -1), Always Direct (-1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (44 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4) (Real Cost: 16)

1u	2)  Spinning Shield: Force Field (8 PD/5 ED) (13 Active Points); Increased Endurance Cost (x6 END; -2 1/2), OAF Durable Expendable (Easy to obtain new Focus; -1), Limited Coverage 60 Degrees (-1), Extra Time (Delayed Phase, -1/4), Physical Manifestation (-1/4)

20	Shadow Mode: Multipower, 30-point reserve,  (30 Active Points); Lockout (-1/2)

1u	1)  Shadow Shuriken: Killing Attack - Ranged 1d6, Penetrating (+1/2) (22 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4)

1u	2)  Shuriken Spread: Killing Attack - Ranged 1d6, Penetrating (+1/2), Autofire (5 shots; +1/2) (30 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4), Extra Time (Delayed Phase, -1/4)

40	Knight Mode: Multipower, 60-point reserve,  (60 Active Points); Lockout (-1/2)

1u	1)  Power Flail: Hand-To-Hand Attack +4d6, Indirect (Same origin, any direction; +1/2) (30 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Real Weapon (-1/4)

2u	2)  Power Flail: Hand-To-Hand Attack +6d6, Area Of Effect Nonselective (6" Radius; +1) (60 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Real Weapon (-1/4), Extra Time (Delayed Phase, -1/4)

57	Plant Mode: Multipower, 57-point reserve

3u	1)  Vine Whip: Telekinesis (15 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4), Indirect (Same origin, any direction; +1/2) (57 Active Points); Restrainable (-1/2), Gestures (-1/4), Physical Manifestation (-1/4)

1u	2)  Root: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, -1/4), Physical Manifestation (-1/4)

Powers Cost: 246


 

[Picture forthcoming]

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Re: Mega Men

 

oh, yea, and this is the final list of power upgrades / robot masters appearing in the game, organized by character who receives the upgrade

 

Basic Abilities
------------------------------
Mega Blaster -> Mega Buster
Ricochet Shot -> Multiple Ricochet (Gemini Man)
Stun Blast -> Chain Stun (Spark Man)
Ice Beam -> Freeze Beam (Blizzard Man)
Nova Shot -> Atomic Flame (Heat Man)
Wind Blast -> Vortex Cage (Air Man)



Weapon Master Abilities
------------------------------
Beam Sword -> Charging Slash
Beam Bow -> Scatter Shot (Centaur Man)
Beam Spear -> Spinning Shield (Yamato Man)
Shadow Shuriken -> Shuriken Spread (Shadow Man)
Power Flail -> Spinning Strike (Knight Man)
Root -> Vine Whip (Plant Man)



Sensor Abilities
------------------------------
Scan -> Find Weakness
Night Vision -> Flash Explosion (Bright Man)
Detect Magnetic Fields -> Magnetic Reprograming (Magnetic Man)
Sense Hidden -> Wraith Cloak (Skull Man; Invisibility)
Homing Beacon -> Targeting Mark (Snake Man)
Diagnostic Scan -> Field Repairs (Junk Man)



Heavy Assualt Abilities
------------------------------
Power Shot -> Power Punch
Drill Missile -> Missile Salvo (Drill Man)
Crash Bomb -> Seeking Crash Bomb (Crash Man)
Napalm Bomb -> Line of Napalm (Napalm Man)
Bubble Bomb -> Acid Rain (Toad Man)
Hard Body -> Bullrush (Hard Man)



Movement Abilities
------------------------------
Jump Coil -> Jet Pack
Power Slide -> Charge Kick (Charge Man)
Gravity Increase -> Gravity Reverse (Gravity Man)
Burst of Speed -> Rapid Fire Attack (Quick Man)
Teleport -> Duplicate (Pharaoh Man)
Slow Time -> Time Stop (Flash Man)



Shield Abilities
------------------------------
Beam Shield -> Shield Bash
Crystal Deflect -> Crystal Reflect (Crystal Man)
Gyro Shield -> Blade Area Shield (Gryo Man)
Wood Shield -> Sap Shield (Wood Man)
Tremor Stomp -> Stone Spike Barricade (Stone Man)
Biting Shield -> Leech Shield (Shade Man)

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Re: Mega Men

 

I love Mega Man! What I wouldn't give to play in a game like this. Great ideas' date=' by the way. I can't wait to see the rest.[/quote']

 

 

well, thats the main reason i'm putting all this up here. i think it could be a really awesome resource for anyone else who wants to try it out. besides, feedback is good.

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  • 4 weeks later...

Re: Mega Men

 

Very cool idea, I'm always up for just about anything Mega Man related.

 

The original Blue Bomber, of course.

 

Though when I saw the post I thought somebody was actually making a Hero game based off of the post-apocalyptic Mega Man rock opera by the band the Protomen.

 

That I would like to see done.

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  • 3 months later...

Re: Mega Men

 

I have to admit that this was a fun game to play in. By the way, I'm one of eternal sage's RP group regulars... and do still have some artwork for the game, some finished, some on hold for now. The important thing is that the whole idea of a mech-based campaign was interesting and you found some unique ways to make otherwise lame robot masters more interesting. For those of you reading on, during one encounter our party faced "Junk Man" a robot master who otherwise goes without much note in most MegaMan fan's hearts. The concept was interesting... what is junk to a robot? "Parts..." For humanoids like us it was like being in a graveyard and in essence Junk Man took on the persona of a Mechanical Necromancer of sorts. The point is that its how you apply your storytelling and how you involve your players that makes a game like this interesting. Thinking outside the box as usual... that's our GM. =D

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