Post by TheSpatialWeeg on Sept 21, 2018 17:15:05 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 16+2 | +4 |
CON | 12 | +1 |
INT | 10 | +0 |
WIS | 8 | -1 |
CHA | 10 | +0 |
Mega Man
Alternate Earth (200X)
Alignment: Lawful Good
Motto: "I'll keep on fighting for peace for both humans and robots!"
Allies/Friends: Dr. Light, Roll, all other DLNs
Enemies/Rivals: Dr. Wily, all DWNs, Bass
Backstory: link
History On Li: After Roll's mysterious disappearance, Dr. Light went neck-deep into research, in order to discover what was the cause of said happening. For now, Rock could only bide his time and wait. It was painful, not knowing of his sister's whereabouts and feeling powerless for being unable to search for her.
Days later, Dr. Light managed to devise a machine that could take Rock to Roll's location - though an unknown interference was making a return to his place unlikely. Still, Rock did not budge. Roll could be in danger, he absolutely had to help her! With no time to waste, Rock suited up, steeled himself and warped towards the unknown...
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks]Mega Buster: Mega Man's standard weapon, a buster that shoots energy bullets made with highly compressed solar power. While it can be charged to fire somewhat stronger shots, Rock can take this even further by using up an action to charge up a lot of energy and have a Charge Shot ready to use either on the same turn or store it for later use, though what type of Charge Shot Rock is saving needs to be established beforehand. Every Charge Shot type takes the max attack damage for its base. [DEX, DMG 8%~18%]
Charge Kick: Using weapon data from DWN-038, Charge Man, Rock imbues his legs with an energy shockwave before slamming his foes with a sliding kick. [DMG 22%, 1 turn cooldown]
Flash Bomb: The weapon of DWN-063, Grenade Man. Mega Man shoots a powerful bomb from his buster that detonates upon contact, leaving behind a lingering blast that dissipates after a brief period. The blast deals damage right after the bomb explodes and it has the same damage as the original attack, but it has a set DC of 15. [DEX, DMG 24%, 4 turn cooldown]
[PTab=Special Attacks]Variable Weapon System: Mega Man's other well-known ability. By touching either ally or foe, Mega Man can use his Copy Chip to copy data of one of their attacks (Normal or Special), which come with a change in the super fighting robot's color scheme and some cosmetic changes as well. He can sustain data for three different Special Attacks, but he can copy another Attack even if said slots are occupied, having a fourth temporary attack. If Mega Man wishes to store a copy for another Attack when all slots are taken, a previous one is deleted (of Rock's choosing) to make space for it. The GM can also create Power Gear Variants of copied attacks if they so desire, though it isn't necessary.
(Mega Man can also opt to permanently add a copied attack on his arsenal if he has a pending Attack/Special.)
Double Gear: A prototype system recently implemented into Mega Man to fight off Wily's latest attempt at world domination, though recently it appears to have received an upgrade. As the name implies, this allows Mega Man two different types of gears, the Speed Gear and the Power Gear, to grant him a drastic increase in power by overclocking his systems. Due to the strain of the system however, only one may be activated at a time unless Mega decides to use the cooldown ignoring mechanic. Each boost lasts for 3 turns and these changes are powerful, but they can also damage Mega's body if used too much. 4 turn cooldown but this can be ignored at the cost of 10% recoil and a turn of Severe Exhaustion once the buff ends.
Leaf Shield: Using weapon data from DWN-016, Wood Man, Mega Man creates a shield of rotating leaves around himself. It may not look like much, but these leaves can soak up blows like nobody's business. Leaf Shield's durability is decided with Mega's Shield HP at the time of using this move + 10 extra HP. Leaf Shield will automatically shield any incoming attack coming Mega Man's way during its span, with melee/close-quarter attacks dealing 2% damage to the opponent upon contact with the shield. Mega can also throw the Leaf Shield at an opponent, its total damage calculated by (total shield damage taken x 0.75). However, Mega's Shield HP will not replenish until Leaf Shield's broken. Once it is broken or used for attack, this move enters a 4 turn cooldown.
Energy Balancer: A nifty little device that can help Rock restore weapon energy a little bit faster. Using up an action, Rock can negate up to 18% worth of penalties from other moves. For example, dodge penalties can be lowered up to 3, recoil damage up to 9% or cooldown up to 4 turns. This can be done in any combination, but can't exceed 18% total. Final Smashes do not count toward this ability. [3 turn cooldown]
Roll On: Rock transforms into his doppel body of Roll with a flash of blue light![/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Overdrive Mega Buster
Activating both Power and Speed Gear in a bout of desperation, Mega Man pushes his system to its limits as he fires a huge and powerful Charge Shot. It deals a massive 80% damage, however, Mega Man takes 20% damage of recoil from the attack.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info] His actual name is Rock, with Mega Man serving as a hero alias and 'Mega' as a nickname.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
- Charge Shot: The old reliable, a huge blast of energy. Adds +12 damage and a +2 to its accuracy.
- Double Buster: You know what's better than one charged Buster? Two of 'em, of course! It adds the same damage and accuracy as the normal Charge Shot, however Rock takes a -2 to one of his dodge rolls to fire a second Charge Shot that has the same bonuses.
Charge Kick: Using weapon data from DWN-038, Charge Man, Rock imbues his legs with an energy shockwave before slamming his foes with a sliding kick. [DMG 22%, 1 turn cooldown]
[Power Gear Var.]: The shockwave becomes much larger and Rock slides a lot faster and farther. Attack gains an AOE effect and Rock gains a +2 to one of his dodge rolls next turn.
Flash Bomb: The weapon of DWN-063, Grenade Man. Mega Man shoots a powerful bomb from his buster that detonates upon contact, leaving behind a lingering blast that dissipates after a brief period. The blast deals damage right after the bomb explodes and it has the same damage as the original attack, but it has a set DC of 15. [DEX, DMG 24%, 4 turn cooldown]
[Power Gear Var.]: The bomb becomes much larger and the resulting lingering blast covers a much wider area. The attack gains an AoE effect and the lingering blast's DC increases to 17.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Variable Weapon System: Mega Man's other well-known ability. By touching either ally or foe, Mega Man can use his Copy Chip to copy data of one of their attacks (Normal or Special), which come with a change in the super fighting robot's color scheme and some cosmetic changes as well. He can sustain data for three different Special Attacks, but he can copy another Attack even if said slots are occupied, having a fourth temporary attack. If Mega Man wishes to store a copy for another Attack when all slots are taken, a previous one is deleted (of Rock's choosing) to make space for it. The GM can also create Power Gear Variants of copied attacks if they so desire, though it isn't necessary.
(Mega Man can also opt to permanently add a copied attack on his arsenal if he has a pending Attack/Special.)
- Reinforced Hard Knuckle (R-Hard Man): This weapon is...Reploid Technology! Seems like Hard Man's been hitting the upgrades too... Mega Man fires a powerful rocket fist at a foe. This attack deals 32% damage, and has -1 accuracy upon use. After being used, Mega takes a -2 to one dodge check next turn.
- Lightning Charge (R-Spark Man): A wicked charging weapon that takes the form of shifting both hands into the form of two massive lances, sparking with electric force. On use, charge directly into an enemy, STR check. If hit, the target is immediately grappled for the same check as the initial STR check of this attack. While grappled, Rock may, as a free action, send a surge of Lightning into a target to electrocute them for 10% Damage each turn. If this is done, Target suffers Paralysis once the grapple is broken, Rolling duration as normal.
- Twin Dream (Roll-Ninja): Rock creates a blue copy of himself that can make a better offense as a free action. This copy can perform an action of it's own once per turn and is untouchable basically giving him four actions. In a Discord Fight this instead gives her a +3 to his attack modifier as he tries to overwhelm the foe with a simultaneous attack. The copy lasts for 3 turns before it poofs. 4 turn cooldown.
- (Temporary Ability)
Double Gear: A prototype system recently implemented into Mega Man to fight off Wily's latest attempt at world domination, though recently it appears to have received an upgrade. As the name implies, this allows Mega Man two different types of gears, the Speed Gear and the Power Gear, to grant him a drastic increase in power by overclocking his systems. Due to the strain of the system however, only one may be activated at a time unless Mega decides to use the cooldown ignoring mechanic. Each boost lasts for 3 turns and these changes are powerful, but they can also damage Mega's body if used too much. 4 turn cooldown but this can be ignored at the cost of 10% recoil and a turn of Severe Exhaustion once the buff ends.
- Power Gear: Mega feels a surge of overwhelming strength as all his attacks become super powered! All of his attacks deal 1.5x damage when Power Gear is active and he gets a +3 to STR-based skill checks. Additionally, with a -1 to one of his dodge rolls next turn, Rock can gain bonuses while using the Power Gear Variants of certain weapons, these differences labeled with the [Power Gear Var.] addendum.
- Speed Gear: Mega Man gets a tremendous speed increase, so much so that from Mega Man's perspective, the world slows down, which helps him land shots easier! Speed Gear grants 8 points to Mega Man's DEX and also boosts attack accuracy by +1.
Leaf Shield: Using weapon data from DWN-016, Wood Man, Mega Man creates a shield of rotating leaves around himself. It may not look like much, but these leaves can soak up blows like nobody's business. Leaf Shield's durability is decided with Mega's Shield HP at the time of using this move + 10 extra HP. Leaf Shield will automatically shield any incoming attack coming Mega Man's way during its span, with melee/close-quarter attacks dealing 2% damage to the opponent upon contact with the shield. Mega can also throw the Leaf Shield at an opponent, its total damage calculated by (total shield damage taken x 0.75). However, Mega's Shield HP will not replenish until Leaf Shield's broken. Once it is broken or used for attack, this move enters a 4 turn cooldown.
Energy Balancer: A nifty little device that can help Rock restore weapon energy a little bit faster. Using up an action, Rock can negate up to 18% worth of penalties from other moves. For example, dodge penalties can be lowered up to 3, recoil damage up to 9% or cooldown up to 4 turns. This can be done in any combination, but can't exceed 18% total. Final Smashes do not count toward this ability. [3 turn cooldown]
Roll On: Rock transforms into his doppel body of Roll with a flash of blue light![/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Overdrive Mega Buster
Activating both Power and Speed Gear in a bout of desperation, Mega Man pushes his system to its limits as he fires a huge and powerful Charge Shot. It deals a massive 80% damage, however, Mega Man takes 20% damage of recoil from the attack.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info] His actual name is Rock, with Mega Man serving as a hero alias and 'Mega' as a nickname.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Rock!Roll][PTab=Stats]
| Stats | MOD |
STR | 16 | +3 |
DEX | 16 | +3 |
CON | 8 | -1 |
INT | 10 | +0 |
WIS | 10 | +0 |
CHA | 12 | +1 |
[PTab=Primary Attacks] Roll Broom/Mega Buster: Rock brandishes a blue futuristic broom like a sword and proceeds to thwack someone silly with it! He can actually swing it around real hard and fast with no real issue, sweeping the competition away with the improbable weapon. Alternatively, Rock can just go back to the ol’ reliable if he wishes, firing away with the Mega Buster. Using up a combat action, Rock can store energy and unleash two variants of stronger attacks, though he has to establish which one he’s using as he’s charging it. Both use the max damage as its base damage. [STR/DEX, DMG 8~18%]
- Charge Swing/Charge Shot: Either swing the Roll Broom with maximum potency or let loose a gigantic ball of energy with the Buster. Adds +12 damage and has +2 accuracy.
- Double Swing/Double Buster: Double down on the stronger techniques in the most literal sense possible! It adds the same damage and accuracy as the normal Charge Swing/Shot, however Rock takes a -2 to one of her dodge rolls to use a second Charge Swing/Shot that has the same bonuses.
Mega Ball: Rock drops a ball under his feet before kicking it with some force towards an enemy, hitting them with the combo of kinetic force and a small blast! Rock can aim the ball in different directions, and the Mega Ball can bounce on walls in order to strike their target. [DEX, DMG 22%, 1 turn cooldown]
Flame Swing: Weapon data from Sword Man that was adapted into this form. Rock does a heavy swing with the Roll Broom, the improvised weapon coated in a trail of fire! [STR, DMG 25%, 50% chance to Burn, 3 turn CD]
[Power Gear Var.]: Rock performs a wider swing, the fire trail becoming harsher and more perisistent. Deals +2 damage and gains +40% chance of inflicting Burn.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks] Rock On: Rock turns back to his original body.
Vacuum Arm - VWS: Rock transforms his arm into the head of an extremely elastic vacuum cleaner! He then begins to vacuum up an area or a character of his choice. He can launch any objects he absorbed back out at his enemy, inflicting 12% damage with a 100% chance of inflicting a status effect appropriate to the object launched. If a character is vacuumed up instead as a WIS vs STR roll, they are trapped inside Rock and the Variable Weapon System activates, giving Rock one of the opponent's Primary or Special Attacks. If the victim isn't attacking/struggling, Mega can heal himself or them for 5% each turn. Alternatively, Rock can launch them back out as a projectile as if they were an object (See above) dealing damage to both them and the target hit -- or turn on the washing machine / digestion function to afflict the Soaked or Digestion status.. Alternatively, Rock can simply activate VWS without using the Vacuum Arm by spending an action to touch the target. [1 turn cooldown]
(shares the same list of copied attacks as the original VWS)
Double Gear: A prototype system recently implemented into Mega Man to fight off Wily's latest attempt at world domination, though recently it appears to have received an upgrade. As the name implies, this allows Mega Man two different types of gears, the Speed Gear and the Power Gear, to grant him a drastic increase in power by overclocking his systems. Due to the strain of the system however, only one may be activated at a time unless Mega decides to use the cooldown ignoring mechanic. Each boost lasts for 3 turns and these changes are powerful, but they can also damage Mega's body if used too much. 4 turn cooldown but this can be ignored at the cost of 10% recoil and a turn of Severe Exhaustion once the buff ends.
- Power Gear: Mega feels a surge of overwhelming strength as all his attacks become super powered! All of his attacks deal 1.5x damage when Power Gear is active and he gets a +3 to STR-based skill checks. Additionally, with a -1 to one of his dodge rolls next turn, Rock can gain bonuses while using the Power Gear Variants of certain weapons, these differences labeled with the [Power Gear Var.] addendum.
- Speed Gear: Mega Man gets a tremendous speed increase, so much so that from Mega Man's perspective, the world slows down, which helps him land shots easier! Speed Gear grants 8 points to Mega Man's DEX and also boosts attack accuracy by +1.
Energy Balancer: A nifty little device that can help Rock restore weapon energy a little bit faster. Using up an action, Rock can negate up to 18% worth of penalties from other moves. For example, dodge penalties can be lowered up to 3, recoil damage up to 9% or cooldown up to 4 turns. This can be done in any combination, but can't exceed 18% total. Final Smashes do not count toward this ability. [3 turn cooldown]
Roll Bucket: Rock brandishes a bucket full of water! He can douse himself in water, inflicting Soaked on himself, but he also gains a Clean status (which increases two of his desired modifiers by +3 and gives his melee attacks +30% chance to inflict Soaked) for 3 turns each. He can also simply douse the broom-mop, with all of his attacks dealing +5 damage and gaining +50% chance of inflicting Soaked for 3 turns. Alternatively, Rock can attack with the bucket directly, dousing an opponent with a splash of water, dealing 20 damage and inflicting Soaked on them. [3 turn cooldown]
[Power Gear Var.]: Rock brings up a way bigger bucket filled to the brim with water. If he's dousing himself, Clean lasts for an extra turn. Dousing the broom adds an extra turn to the buff, and the direct attack turns into an AoE and has a +2 accuracy bonus.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Beat Support & Shield
Rock calls over for help of the most brutal support robot ever...Beat! He might not look like much, but he packs quite a wallop with his slam attack and he can protect Rock in the time of need! For 3 turns, Beat can attack an enemy at Mega Man's discretion with a tackle, dealing 30 damage. He can do this only once per turn, but it is a free action move. Additionally, Beat will, at times, swoop in and shield Mega, soaking up 10 damage from any time Rock fails a dodge. Beat uses Rock's DEX as his modifier at the time of his summoning.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
May 4, 2022 14:34:55 GMT -8 by TheSpatialWeeg