08-29-2013, 04:37 PM
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Name: Proto Man (DLN-0000)
Other Names: Blues
Hair: Brown
Eyes: ROFL, only fools don't have sunglasses
Height: 4'5"
Weight: 175lbs (He has a metal skeleton, after all)
Abilities Overview:
While he wasn't originally designed for combat, Proto Man learned how to survive and fight during the years he wandered the planet alone. He was retrofitted with offensive systems after Dr. Wily found him and repaired the faults in his power core. As an android, Proto Man has augmented reflexes, strength, and durability, especially considering his figure is that of a preteen. Furthermore, the fact that he is technically a computer means he doesn't experience pain in the normal sense nor does blood loss, grievous wounds, or severed limbs impair his performance. Proto Man also does not require air, food, or water, nor is he affected adversely by negative environments (like anomalous pressure or temperature).
Stats
Attack: 6
Proto Man's power core is faulty, and while the lethal aspect of this design error has been removed, the android's central processor is still more than capable of operating well above its normal limitations. This means that Proto Man's buster-based weaponry is immensely powerful. In the same vein, his physical strength surpasses that of Guts Man, a Robot Master designed solely to lift and throw construction equipment. This tiny metal body packs a vicious punch.
Defense: 2
Proto Man's ceramic titanium endoskeleton allows him to take more of a beating than any purely organic life form, and when you couple this with his ability to endure otherwise lethal injuries (wounds to the 'brain' or 'heart', Proto Man is a durable fellow. There's room for improvement, as later designs of Robot Masters were made with more effective internal plating.
Speed: 2
Proto Man is fast... at least when compared to a human preteen. Despite his size and somewhat awkward proportions, he has very good reflexes, and when you couple this with his strength, he is able to do some pretty acrobatic feats in dangerous situations.
Technique: 2
Proto Man is, at 'heart', a preteen boy. He isn't trained as a fighter or a brawler, but he has the coding and the knowledge to know how to protect himself in a vicious situation. His robotic systems also augment his ability to 'fight smart,' allowing him to quickly determine the best way to deal with a foe. This all combines to make him a somewhat above average fighter, but at the end of the day, Proto Man is going to rely on his ability to overwhelm adversaries with either a barrage of energy blasts or to close the distance and bash them into submission.
Moves/Powers:
Proto Buster (Standard/Charge Mode/Homing) - Proto Man's signature weapon is a hand/arm cannon. It fires bolts/pellets/spheres of energy at roughly the speed of a pistol. Proto Man can charge the attack for at least five seconds to release a larger blast that deals more explosive damage when it connects with its target. Proto Man can move around when he charges, but he cannot fire normal blasts for the duration of his charge. Normal or charged blasts from the Proto Buster can be set to home in on targets that are further away and might try to otherwise dodge out of the way. This requires Proto Man lock onto a target first, and if he loses sight of a target for more than fifteen seconds, he will have to recalibrate his targeting reticles.
Proto Buster (Assault Mode) - Rapid-fire mode on the Proto Buster. The size and shape of the gun arm remain the same. The size of the shells remain the same, but because the rate of fire is more like a traditional assault rifle, the damage per pellet/burst is smaller. This mode is great for when Proto Man has to get a lot of 'bullets' in the air (like when he's dealing with a lot of weaker opponents rather than a few on his level). Proto Man loses the ability to charge shots while in this mode.
Proto Buster (Shotgun Mode) - Sacrificing range and rate-of-fire for power and spread, Proto Man fires slugs of energy from the Proto Buster, hence the name of this fire mode. At melee range, the blast has strength surpassing that of a charged burst, but this power drops off steadily at any range beyond that and becomes wholly ineffective outside of about six feet. Because of the unique manner in which the energy is focused, Proto Man has to 'vent' the Proto Buster between shots, a five second process which is analogous to someone reloading an empty magazine.
Proto Buster (Rapid-Charge Mode) - In desperation, Proto Man can quick charge a blast, which reduces the charge time needed for a fully powered blast down to about 1.5 seconds. Doing this will rapidly drain his power, though.
Proto Buster (Laser Mode) - Proto Man fires a concentrated laser blast (same type of energy as all other modes). The laser is a powerful and focused attack that remains after impact, rather than dissipating like normal. It continues to bore/melt/hurt the target, forcing them backwards if they aren't strong enough to reflect it away or power out of it. Due to its nature, the laser is a powerful tool for forcing through tough obstacles like steel walls or other fortifications. The biggest downside to the laser is that it constantly drains Proto Man to keep it powered, and it can also leave him open to attacks from his flanks.
Finish Buster (Tier 1 Super Attack) - Proto Man plants himself and super charges the Proto Buster. The result is a massive burst of energy several fold larger than even a charged blast with the normal Buster Cannon. Due to the obvious drain on his system (SP), he can't perform this too often lest he drain his fuel cells.
Ultra Hyper Finish Buster (Tier 3 Super Attack/Area Attack + Debuff) - By super-charging his systems, Proto Man can charge up a devastating attack. Launched like any normal buster-style attack, the Ultra Hyper Finish Buster is a beam many times wider than Proto Man is tall. It destroys most things unlucky enough to be caught in its path, and once its hits its intended target, it detonates with enough force to utterly and completely ruin many city blocks. Those unlucky enough to be caught inside the blast radius will have their days ruined (for sure), and they will also be dazed and confused for several seconds in the aftermath of the explosion. Those who are outside the blast will be blinded momentarily by the explosion. Using the attack tends to drain off most of Proto Man's power cells, which means he can't use this unless the desperation calls for it. In the aftermath of the attack, there is usually a great deal of fallout that results from such a huge amount of things being turned into ash and hurtled up into the air.
Proto Sword - It's an energy sword that extends from the Proto Buster, taking the place of one of Proto Man's hands.
Proto Shield - A metallic shield generated much in the same way as the Proto Buster. The shield can soak damage up to a point before it breaks and dematerializes, rendering Proto Man unable to generate another for around five minutes. The shield is designed like a riot shield. When he's standing upright, it covers everything from his knees up. He can go down to a knee to block the rest, but he sacrifices mobility. There is a visor in the middle so he can shoot from behind it. The shield is designed specifically for physical and generic energy attacks, and it will last for half as long against elemental attacks as the material isn't coded in that manner.
Desperation Shield (Tier 1 and/or Tier 2 Super Defense) - Proto Man may be designed to favor offense over defense, but this does not mean that experience has taught him nothing. Just like he can charge his arm cannon, he is able to create a 'charged' version of his shield. The resulting bulwark can absorb all but the most powerful of enemy attacks, but it requires a large drain on his system (SP) and dissipates after absorbing the impact.
Shield of the Hero (Tier 3 Super Defense) - This mighty bulwark (a large steel kite shield) is strong enough to overcome even the mightiest of onslaughts.
Sword of the Hero - A double-edged, one-handed Iron Age straight shortsword used by the ancient Greeks. The blade is a little under two feet long, making it seem like a larger weapon than it is in the hands of a preteen.
Ea - While the sword is longer than Proto Man/Mouse is tall, he is able to wield it with one hand. It has a large pommel, and the blade itself is black. At the tip of the ebony shaft of the weapon is a small bronze cap that looks like a blunted drill bit, which makes the weapon more effective for thrusting or bashing rather than normal swordplay. During combat, the sword can be charged (causing a series of red runes to glow to life) and release a concentrated burst of red energy about five inches in diameter. This usage requires a three second charge and can only be used once every minute or so. The damage is akin to that of a charged Proto Buster shot but localized over a small area.
Robot Master Moves
Atomic Fire - (Orange accents/gray suit) - Inherited from Heat Man, Proto Man releases a large cone of fire. This attack can strike several targets and burn through flammable materials. It can also reduce the structural integrity of metals.
Leaf Shield - (Green/Gray) - A leaf-shaped buckler that generates over Proto Man's wrist/forearm. Unlike the Proto Shield, the Leaf Shield allows Proto Man to maneuver and use both of his hands while defending himself. Just like the Proto Shield, the Leaf Shield will shatter once it takes enough damage. Much like its historical analog, the Leaf Shield is designed for deflecting and parrying blows, and thus, it is most effective in hand-to-hand combat. Proto Man can use it to defend against long-range attacks and projectiles, but this will greatly reduce the 'lifespan' of the shield. Once broken, the shield will dematerialize, and a new one cannot be created for five minutes.
Search Snake - (Green/White) - Proto Man fires off small (the size of a large rat) snakes that home in on their intended targets and then explode. These targets have to have been visually acknowledged by Proto Man within the last ten seconds or so. Proto Man can fire two Search Snakes without causing a drain on his processor.
Fire (Storm) n' Ice (Slasher) - Fire Man and Ice Man pop into the action. Fire Man releases a flame nova, damaging the environment and all opponents around Proto Man. This is followed up by Ice Man releasing a flurry of ice that cuts and chills surrounding foes/area. The two Robot Masters then depart. The combination can be quite damaging to the environment and foes, but the two can only be called in once every hour (y'know, once in a fight).
Rolling Cutter - Cut Man drops down behind Proto Man and hurtles a stream of rolling cutters that momentarily bind an adversary, opening them up to a follow-up attack from everyone's favorite preteen machine. (300 OM)
Mega Bomb - (Tier 2 Super Attack) - Bomb Man appears and does what he does best: Bring down the city. After a twenty-second charge, the android releases a massive bomb that does incredible destruction over several city blocks. Survivors are left momentarily stunned by the blast, and what remains of the terrain is often on fire. Proto Man may move within a five foot radius of Bomb Man to defend him from damage that would stall the attack. Bomb Man generates a momentary shield to prevent Proto Man from being murder-killed and then returns to whence he came.
Thunder Beam - (Tier 1 Super Attack) - Elec Man appears, charges up for a few seconds, and releases said super-charged bolt of lightning that chains throughout all of Proto Man’s opponents or wholly strikes one adversary for a large amount of damage. After the lightning attack, the individuals are left momentarily dazzled/stunned.
Powers
Super Jumping (Basic) - Proto Man's large boots have built-in boosters/thrusters that allow him to leap up to a height of thirty feet. Well-time thrusts can help him redirect his trajectory or let him execute additional jumps off vertical surfaces.
Master Acrobat - Proto Man, despite a rather clunky and child-sized appearance, is capable of grace and agility on par with trained performers. While this doesn't translate directly into combat skill, it does mean he has vastly superior maneuverability than foes who lack similar offensive systems.
Survival - Proto Man is a machine first and a boy second. Because of this, he can shrug off wounds that might stagger or otherwise impede a human. Blood loss, severed limbs, and negative environmental conditions don't affect him as they would someone with organic systems. Too much physical damage can impede his ability to continue, and fatal damage to his endoskeleton will still result in a system crash and a cessation of functions.
Regeneration (Advanced) - Through means unknown to him, Proto Man's organic shell and interior systems are capable of repairing themselves gradually overtime.
Suppression - Because he is a robot and his strength and skills come from advanced cybernetics, Proto Man doesn't exude a natural aura like a normal person. Furthermore, even special technology and supernatural talents would be unable to pry into the boy's talents. Someone who looked at him would think him nothing more than a young boy in a goofy outfit until the blasting and punching started. Individuals who are skilled and technical fighters will be able to read Proto Man with some effort.
Insight - Despite having the body and mind of a child, Proto Man is still a machine, and he is a very talented one at that. His system is advanced to the point where it can determine--to almost 100% accuracy--the capabilities of those he runs into. Modifications by Dr. Wily made him capable of accurately assessing the extra-human skills of individuals as well. This allows him to adjust strategy accordingly, and while this is a massive benefit in combat, Proto Man's youthful sentience often clouds the better judgement of the machine.
Enhanced Senses (Basic) - Proto Man has complex 'proximity sensors' built into skull, which help him detect when threats are in the vicinity. He also has multiple vision overlays that allow him to detect individuals by thermal signatures and sound cues. This requires dedication of a system resources, but it can let Proto Man defend himself against foes that might use cloaking or attack in the black of night.
Fusion (Basic) - Proto Man can combine powers with his allies, although he's only done this through the use of Mickey's magic earrings.
[/float]Name: Proto Man (DLN-0000)
Other Names: Blues
Hair: Brown
Eyes: ROFL, only fools don't have sunglasses
Height: 4'5"
Weight: 175lbs (He has a metal skeleton, after all)
Abilities Overview:
While he wasn't originally designed for combat, Proto Man learned how to survive and fight during the years he wandered the planet alone. He was retrofitted with offensive systems after Dr. Wily found him and repaired the faults in his power core. As an android, Proto Man has augmented reflexes, strength, and durability, especially considering his figure is that of a preteen. Furthermore, the fact that he is technically a computer means he doesn't experience pain in the normal sense nor does blood loss, grievous wounds, or severed limbs impair his performance. Proto Man also does not require air, food, or water, nor is he affected adversely by negative environments (like anomalous pressure or temperature).
Stats
Attack: 6
Proto Man's power core is faulty, and while the lethal aspect of this design error has been removed, the android's central processor is still more than capable of operating well above its normal limitations. This means that Proto Man's buster-based weaponry is immensely powerful. In the same vein, his physical strength surpasses that of Guts Man, a Robot Master designed solely to lift and throw construction equipment. This tiny metal body packs a vicious punch.
Defense: 2
Proto Man's ceramic titanium endoskeleton allows him to take more of a beating than any purely organic life form, and when you couple this with his ability to endure otherwise lethal injuries (wounds to the 'brain' or 'heart', Proto Man is a durable fellow. There's room for improvement, as later designs of Robot Masters were made with more effective internal plating.
Speed: 2
Proto Man is fast... at least when compared to a human preteen. Despite his size and somewhat awkward proportions, he has very good reflexes, and when you couple this with his strength, he is able to do some pretty acrobatic feats in dangerous situations.
Technique: 2
Proto Man is, at 'heart', a preteen boy. He isn't trained as a fighter or a brawler, but he has the coding and the knowledge to know how to protect himself in a vicious situation. His robotic systems also augment his ability to 'fight smart,' allowing him to quickly determine the best way to deal with a foe. This all combines to make him a somewhat above average fighter, but at the end of the day, Proto Man is going to rely on his ability to overwhelm adversaries with either a barrage of energy blasts or to close the distance and bash them into submission.
Moves/Powers:
Proto Buster (Standard/Charge Mode/Homing) - Proto Man's signature weapon is a hand/arm cannon. It fires bolts/pellets/spheres of energy at roughly the speed of a pistol. Proto Man can charge the attack for at least five seconds to release a larger blast that deals more explosive damage when it connects with its target. Proto Man can move around when he charges, but he cannot fire normal blasts for the duration of his charge. Normal or charged blasts from the Proto Buster can be set to home in on targets that are further away and might try to otherwise dodge out of the way. This requires Proto Man lock onto a target first, and if he loses sight of a target for more than fifteen seconds, he will have to recalibrate his targeting reticles.
Proto Buster (Assault Mode) - Rapid-fire mode on the Proto Buster. The size and shape of the gun arm remain the same. The size of the shells remain the same, but because the rate of fire is more like a traditional assault rifle, the damage per pellet/burst is smaller. This mode is great for when Proto Man has to get a lot of 'bullets' in the air (like when he's dealing with a lot of weaker opponents rather than a few on his level). Proto Man loses the ability to charge shots while in this mode.
Proto Buster (Shotgun Mode) - Sacrificing range and rate-of-fire for power and spread, Proto Man fires slugs of energy from the Proto Buster, hence the name of this fire mode. At melee range, the blast has strength surpassing that of a charged burst, but this power drops off steadily at any range beyond that and becomes wholly ineffective outside of about six feet. Because of the unique manner in which the energy is focused, Proto Man has to 'vent' the Proto Buster between shots, a five second process which is analogous to someone reloading an empty magazine.
Proto Buster (Rapid-Charge Mode) - In desperation, Proto Man can quick charge a blast, which reduces the charge time needed for a fully powered blast down to about 1.5 seconds. Doing this will rapidly drain his power, though.
Proto Buster (Laser Mode) - Proto Man fires a concentrated laser blast (same type of energy as all other modes). The laser is a powerful and focused attack that remains after impact, rather than dissipating like normal. It continues to bore/melt/hurt the target, forcing them backwards if they aren't strong enough to reflect it away or power out of it. Due to its nature, the laser is a powerful tool for forcing through tough obstacles like steel walls or other fortifications. The biggest downside to the laser is that it constantly drains Proto Man to keep it powered, and it can also leave him open to attacks from his flanks.
Finish Buster (Tier 1 Super Attack) - Proto Man plants himself and super charges the Proto Buster. The result is a massive burst of energy several fold larger than even a charged blast with the normal Buster Cannon. Due to the obvious drain on his system (SP), he can't perform this too often lest he drain his fuel cells.
Ultra Hyper Finish Buster (Tier 3 Super Attack/Area Attack + Debuff) - By super-charging his systems, Proto Man can charge up a devastating attack. Launched like any normal buster-style attack, the Ultra Hyper Finish Buster is a beam many times wider than Proto Man is tall. It destroys most things unlucky enough to be caught in its path, and once its hits its intended target, it detonates with enough force to utterly and completely ruin many city blocks. Those unlucky enough to be caught inside the blast radius will have their days ruined (for sure), and they will also be dazed and confused for several seconds in the aftermath of the explosion. Those who are outside the blast will be blinded momentarily by the explosion. Using the attack tends to drain off most of Proto Man's power cells, which means he can't use this unless the desperation calls for it. In the aftermath of the attack, there is usually a great deal of fallout that results from such a huge amount of things being turned into ash and hurtled up into the air.
Proto Sword - It's an energy sword that extends from the Proto Buster, taking the place of one of Proto Man's hands.
Proto Shield - A metallic shield generated much in the same way as the Proto Buster. The shield can soak damage up to a point before it breaks and dematerializes, rendering Proto Man unable to generate another for around five minutes. The shield is designed like a riot shield. When he's standing upright, it covers everything from his knees up. He can go down to a knee to block the rest, but he sacrifices mobility. There is a visor in the middle so he can shoot from behind it. The shield is designed specifically for physical and generic energy attacks, and it will last for half as long against elemental attacks as the material isn't coded in that manner.
Desperation Shield (Tier 1 and/or Tier 2 Super Defense) - Proto Man may be designed to favor offense over defense, but this does not mean that experience has taught him nothing. Just like he can charge his arm cannon, he is able to create a 'charged' version of his shield. The resulting bulwark can absorb all but the most powerful of enemy attacks, but it requires a large drain on his system (SP) and dissipates after absorbing the impact.
Shield of the Hero (Tier 3 Super Defense) - This mighty bulwark (a large steel kite shield) is strong enough to overcome even the mightiest of onslaughts.
Sword of the Hero - A double-edged, one-handed Iron Age straight shortsword used by the ancient Greeks. The blade is a little under two feet long, making it seem like a larger weapon than it is in the hands of a preteen.
Ea - While the sword is longer than Proto Man/Mouse is tall, he is able to wield it with one hand. It has a large pommel, and the blade itself is black. At the tip of the ebony shaft of the weapon is a small bronze cap that looks like a blunted drill bit, which makes the weapon more effective for thrusting or bashing rather than normal swordplay. During combat, the sword can be charged (causing a series of red runes to glow to life) and release a concentrated burst of red energy about five inches in diameter. This usage requires a three second charge and can only be used once every minute or so. The damage is akin to that of a charged Proto Buster shot but localized over a small area.
Robot Master Moves
Atomic Fire - (Orange accents/gray suit) - Inherited from Heat Man, Proto Man releases a large cone of fire. This attack can strike several targets and burn through flammable materials. It can also reduce the structural integrity of metals.
Leaf Shield - (Green/Gray) - A leaf-shaped buckler that generates over Proto Man's wrist/forearm. Unlike the Proto Shield, the Leaf Shield allows Proto Man to maneuver and use both of his hands while defending himself. Just like the Proto Shield, the Leaf Shield will shatter once it takes enough damage. Much like its historical analog, the Leaf Shield is designed for deflecting and parrying blows, and thus, it is most effective in hand-to-hand combat. Proto Man can use it to defend against long-range attacks and projectiles, but this will greatly reduce the 'lifespan' of the shield. Once broken, the shield will dematerialize, and a new one cannot be created for five minutes.
Search Snake - (Green/White) - Proto Man fires off small (the size of a large rat) snakes that home in on their intended targets and then explode. These targets have to have been visually acknowledged by Proto Man within the last ten seconds or so. Proto Man can fire two Search Snakes without causing a drain on his processor.
Fire (Storm) n' Ice (Slasher) - Fire Man and Ice Man pop into the action. Fire Man releases a flame nova, damaging the environment and all opponents around Proto Man. This is followed up by Ice Man releasing a flurry of ice that cuts and chills surrounding foes/area. The two Robot Masters then depart. The combination can be quite damaging to the environment and foes, but the two can only be called in once every hour (y'know, once in a fight).
Rolling Cutter - Cut Man drops down behind Proto Man and hurtles a stream of rolling cutters that momentarily bind an adversary, opening them up to a follow-up attack from everyone's favorite preteen machine. (300 OM)
Mega Bomb - (Tier 2 Super Attack) - Bomb Man appears and does what he does best: Bring down the city. After a twenty-second charge, the android releases a massive bomb that does incredible destruction over several city blocks. Survivors are left momentarily stunned by the blast, and what remains of the terrain is often on fire. Proto Man may move within a five foot radius of Bomb Man to defend him from damage that would stall the attack. Bomb Man generates a momentary shield to prevent Proto Man from being murder-killed and then returns to whence he came.
Thunder Beam - (Tier 1 Super Attack) - Elec Man appears, charges up for a few seconds, and releases said super-charged bolt of lightning that chains throughout all of Proto Man’s opponents or wholly strikes one adversary for a large amount of damage. After the lightning attack, the individuals are left momentarily dazzled/stunned.
Powers
Super Jumping (Basic) - Proto Man's large boots have built-in boosters/thrusters that allow him to leap up to a height of thirty feet. Well-time thrusts can help him redirect his trajectory or let him execute additional jumps off vertical surfaces.
Master Acrobat - Proto Man, despite a rather clunky and child-sized appearance, is capable of grace and agility on par with trained performers. While this doesn't translate directly into combat skill, it does mean he has vastly superior maneuverability than foes who lack similar offensive systems.
Survival - Proto Man is a machine first and a boy second. Because of this, he can shrug off wounds that might stagger or otherwise impede a human. Blood loss, severed limbs, and negative environmental conditions don't affect him as they would someone with organic systems. Too much physical damage can impede his ability to continue, and fatal damage to his endoskeleton will still result in a system crash and a cessation of functions.
Regeneration (Advanced) - Through means unknown to him, Proto Man's organic shell and interior systems are capable of repairing themselves gradually overtime.
Suppression - Because he is a robot and his strength and skills come from advanced cybernetics, Proto Man doesn't exude a natural aura like a normal person. Furthermore, even special technology and supernatural talents would be unable to pry into the boy's talents. Someone who looked at him would think him nothing more than a young boy in a goofy outfit until the blasting and punching started. Individuals who are skilled and technical fighters will be able to read Proto Man with some effort.
Insight - Despite having the body and mind of a child, Proto Man is still a machine, and he is a very talented one at that. His system is advanced to the point where it can determine--to almost 100% accuracy--the capabilities of those he runs into. Modifications by Dr. Wily made him capable of accurately assessing the extra-human skills of individuals as well. This allows him to adjust strategy accordingly, and while this is a massive benefit in combat, Proto Man's youthful sentience often clouds the better judgement of the machine.
Enhanced Senses (Basic) - Proto Man has complex 'proximity sensors' built into skull, which help him detect when threats are in the vicinity. He also has multiple vision overlays that allow him to detect individuals by thermal signatures and sound cues. This requires dedication of a system resources, but it can let Proto Man defend himself against foes that might use cloaking or attack in the black of night.
Fusion (Basic) - Proto Man can combine powers with his allies, although he's only done this through the use of Mickey's magic earrings.
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
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Dante's Abyss 2015
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