recursal/Fanatic-Fandom huggingface dataset:
Nail Man

SWN-002, **Nail Man**,

## Introduction

Combining offense and defense is Nail Man's primary strategy, making good use of his shield buffs to help him do that. His survivability and offense both improve greatly while shielded.

## Weapons

### Mainfire - Nail Buster

Fire a single nail shot which falls from walls and ceilings and will face upwards on contact with the ground, forming a spike. While shielded, the rate of fire is slightly faster.

### Altfire - Spike Stab/Nail Storm

Gain invincibility and separate your head from your body, which can be moved around freely with the cursor. Does heavy contact damage, and on release, it will thrust downwards, causing a quake in the area nearby. While shielded, tapping the button will fire the nails forward in a cross pattern. Holding down the button will fire semi-homing nails, one after the other.

### Reload - Nail Shield

Manifest a shield of nails which increases your defense and changes your attack properties, but lowers your speed slightly.
Port Man

## Theme Music

 "Battle Theme"Battle Theme.

JMN-015, **Port Man**, is a Fusion Master created by the combination of Circuit Man and Charade Man.

Not much is known about Port Man as he was a reclusive type and fully appreciated anonymity. It's said that he was built to help debug new systems for large corporations and was universally compatible with their machines. His ability to digitize allowed him to interact with and manipulate code in ways that most debuggers could only dream of. However, sorting through so much information eventually unveiled some rather questionable and downright illegal practices from his clientele. Eventually, Port Man blew the whistle on several corrupt corporations and, once his identity was discovered, paid the price for it.

## Weapons

### Mainfire - Port Interface

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### Altfire - Port Plug

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5
Air Man CX

## Theme Music

 "Battle Theme"Battle Theme.

"Boss Rush"Boss Rush.

DRN-11, **Air Man**,

## Introduction

Air Man is a stealth-and-assault based class, able to cloak himself more and more to make himself harder to spot, which gives him the advantage of being extremely hard to hit.

## Weapons

### Mainfire - Air Blast

Fire four bullets at once with vertical and horizontal spread. Air Man will always fire one shot straight ahead.

### Altfire - Body Shot

Launch a portion of your airy body as a projectile which deals multi-hit explosion damage. These projectiles have a slightly random speed on them whenever launched. Each time this move is used, Air Man will turn more transparent (and gain weaker armor) up until six uses, after which he will turn completely invisible and invincible. He will reappear after a set time and damage anyone he is touching. After reappearing, the attack cannot be used again for a set time.
Dust Man MI

DWN-030, **Dust Man**,

## Introduction

Dust Man is all about finding ample opportunities for farming. As he is able to generate his own ammo at will, finding the right time to do so is an excellent strategy for timing your assaults.

###

## Passive

### Rage Mode

Upon reaching half health, you will gain an item which resets your HP back to half and gives you an entirely new moveset and/or changes your attack properties, but prevents you from picking up health. On Dustman's case,it changes his attack properties.

## Weapons

### MainFire (Weapon 1) - Dust Crusher

Fire a buildup of compressed junk to damage enemies either directly, or via the four split shots on contact with any surface. Split shots spawn in an X shape. Can be cancelled into altfire at the end of the attack animation. With Rage Mode active, the dust piece travels faster and deals more damage.

### MainFire (Weapon 2) - Plus Crusher

Same as Weapon 1, except now the bits fly in a + pattern.

### AltFire (Weapon 1) - Recycle Inhaler

On use, Dust Man will draw in nearby enemies and damage them, as well as absorb any incoming projectiles and convert them into health for him. The absorption period only lasts for as long as the initial weapon sound is playing. While using the move, Dust Man also draws in any active projectiles he has on the field to generate ammo. Continue holding the button to deal more constant damage, but become slowed very slightly. If an enemy is fragged with this move, that enemy will be turned into an R-Tank, which Dust Man can absorb with this move for a full ammo refill. With Rage Mode active, more health is given on successful absorption, and more damage is dealt to enemies in range.

###

### Altfire (Weapon 2) - Recycle Exhaler

Use ammo to spit out dust bits from your vacuum launcher. These will lie on the ground after falling on it or dropping from a wall/ceiling. With Rage Mode active, the bits are fired faster and they deal more damage.
Photon Man (Forever)

???-???, **Photon Man**,

## Introduction

Photon Man is a mix between offensive and supportive gameplay. His mainfire is very fast and can easily lay waste to enemies from a distance, and his reload is an instant health deploying move for him (and anyone else who steals it).

## Weapons

### Mainfire - Solar Laser

Photon Man will fire a stream of lasers which travel really fast and get stronger the more distance they cover. Fills up grey ammo on hit. With no ammo, only one basic laser will be fired with no distance damage.

### Altfire - Photon Charge/Solar Radiation

Charge up energy and fill your mainfire's ammo bar. At maximum ammo, Photon Man will project a small AOE around him for contact damage. You are slowed down while charging, and less so at full charge.

### Synthfire - Photon Charge/Solar Radiation

Charge up energy and fill your mainfire's ammo bar. At maximum ammo, Photon Man will project a small AOE around him for contact damage. You are slowed down while charging, and less so at full charge.

### Reload - Fair Fight

Deploy a large health capsule like a projectile. Anyone can pick this up; Photon Man, his teammates, or even enemies. Requires full grey ammo to use.

### Item - Energy Focus

A toggle item. When turned on, using altfire will heal damage while depleting some secondary ammo (2 health per 1 ammo bit).
Martyn Tarbeck

Warden of the West (until 115)

House Targaryen (as High Justiciar)

House Toland (as an equal)

Myranda Tarbeck (b. 108)

Gerion Tarbeck

Lord **Martyn Tarbeck** was the eldest son of Lord Andros Tarbeck, and served as Lord of Tarbeck Hall after the death of his father in 103 AC, as Warden of the West from the same year until 115 AC when he relinquished the title to Lord Tytos Lannister, and as High Justiciar of Dorne from 118 AC to his death in 129 AC.
Cheat Man

## Theme Music

 "Boss Theme"Boss Theme.

"Boss Rush"Boss Rush.

DRN-010, **Cheat Man**, is a Robot Master from *Rockman CX* and one of the only three original Robot Masters in the game. Created from Dr. Light's evil mind, Cheat Man was created to do exactly what he does: cheat. He can use his cheat powers to gain an advantage against anyone who tries to face him.

## Weapons

### Mainfire - Cheat Beam

Launch a single beam forward. This beam bounces off surfaces, has damage on the trail, and grants a significantly higher amount of secondary ammo on hit.

### Altfire - Cheat Attack

A random one of six attacks. You cannot roll the same attack twice in a row. Each one of these attacks will grant secondary ammo on hit. The attacks are as follows:

#### Cheat Drain:

Launch a barrage of bullets which have slight upwards knockback and heal Cheat Man on hit. Due to the upwards knockback, each of the shots can combo into each other. Cheat Man is granted free flight during this move's animation.

####

#### Cheat Spike:

Fire out three spikes in a straight line, one after another. The spikes do respectable ripping damage on their own and have jittery patterns, which may throw off the opponent's timing to dodge them.

#### Cheat Beam Three-way:

The beams from his mainfire, only now he fires three of them, and at all random angles.

#### Cheat Boomerang:

Release a spread of three boomerangs. These will track opponents once, stop, and repeat the cycle twice before flying away.

#### Screen Eraser:

An AOE attack which blinds targets and destroys all projectiles in its range.

#### Cheat Heat:

Launch three purple flames which fall to the ground, one after the other. Upon touching the ground, each will expand upwards and rip through targets for heavy damage. Cheat Man is granted free flight during this move's animation.

### Reload - Cheat Saber

A melee attack which instantly kills any target it touches. It also has the added bonus of completely ignoring invincibility and armor. Requires full secondary ammo to use.
Charade Man

## Theme Music

 "Battle Theme"Battle Theme.

JMN-008, **Charade Man**, is a Robot Master from *Mega Man Rock Force*. An acting robot, Charade Man can perfectly imitate the movements and mannerisms of those he studies. He is used to fill in for human actors that have fallen ill or are on temporary leave. He regrets that his creators only made him capable of mimicking other performers, rather than permitting him to add his own flare to the characters. He can only mimic the performances of people or robots he has studied thoroughly through visual cues.

## Introduction

Charade Man is a class who mainly focuses on offense. His Prop Balloon can bounce on walls for some time while he can also use Charade Clones to target any nearby enemies. He also has a unique feature of switching his reload via an item.

## Weapons

### Mainfire - Prop Balloon

Fires a blue balloon projectile that will bounce off of walls for some time. After a few bounces, it will split into an 8-way spread of projectiles.

### Altfire - Charade Clone

Summons a ? Balloon that will then create a clone of Charade Man that will jump towards nearby enemies. If anyone is hit by a clone, the clone will explode and deal damage.

### Reload - Choreography Slide/Dash

Charade Man will slide or dash depending on if he's imitating Shadow Man or Quick Man (imitations can be swapped via item). The slide is a short forward boost, but the dash is much faster.
Fire Mario

## Theme Music

 "Stage Theme 2"Stage Theme 2.

"Battle Theme"Battle Theme.

"Boss Rush"Boss Rush.

DRN-12, **Fire Mario**,

## Introduction

Similar to his home series, Fire Mario can attack enemies by hopping on their heads. He also has other fire-based attacks which can be useful in various situations.

## Weapons

### Mainfire - Fire Ball

Throw a single fireball which bounces on floors and walls for a short time. On hit, the target will be set on fire and take damage over time. Several fireball burn effects can be stacked for massive damage at once.

### Altfire - Super Flame

Wind up for a bit, then continue holding the button to throw bigger flames in a straight line. These do not burn on contact, but do greater damage than the Fire Ball.

### Reload - Spin Jump

Gain flinch immunity and leap into the air while spinning. You can hop off of projectiles that touch your feet while in the air. Damage is dealt to enemies you touch from below while spinning, and you will shoot Fire Balls in random directions that do not burn on hit.

## Passives

### Passive1 - Jump Damage

Fire Mario has a hitbox on his feet and his fist when jumping. The stomp hitbox is stronger, but generally harder to hit, and the fist hitbox knocks enemies upwards like a coin block.
CRORQ

???-???, **CRORQ**,is the Main Antagonist of Megaman DOS.

## Introduction

Equipped with the heaviest armor out of all classes, as well as several bouncing projectiles, CRORQ is designed to use his attacks to occupy space at angles while tanking through big hits.

## Weapons

### Mainfire - CRORQ Laser/CRORQ Beam

Fire two short lasers for single hit damage. These lasers are able to bounce off walls and remain active for a while, making the move menacing in small spaces. At full ammo, this can be charged for CRORQ Beam, a much faster, longer, and stronger version of his normal laser.

### Altfire - Laser Trap

Create a laser trap which continuously fires blue lasers in an X-shaped pattern. Hold down the button to extend the distance. When released, the laser trap will hold in place, and the blue lasers will be fired twice as fast. Only one can be active at the same time.
Boom Man

## Theme Music

 "Battle Theme"Battle Theme.

JMN-004, **Boom** **Man**

## Introduction

Boom Man is a strong frontline class who is at his most devastating if he manages to survive for enough time. His risk-reward ratio can teeter quite easily as a result of the way his attacks function, so it's important to know whether or not to pull his last-resort trigger.

## Weapons

### Mainfire - Phantom Boom

With less than full ammo, you will fire an exploding energy fuse with a huge explosion radius. With full ammo, the fuse can be controlled by moving the cursor, and the altfire rate of fire is increased while active. Boom Man can also perform a rocket jump by aiming the full-ammo fuse downwards, causing him to launch into the sky and drop dynamite all around him. Mainfire can be used during this jump. Once fired, mainfire cannot be used again for a few seconds or until it explodes, indicated by a glass overlay bar.

### Altfire - Dynamite Toss

Throw two sticks of dynamite forward, with one having more distance and speed than the other.

### Item - Count Detonation

This item becomes available after 20 seconds. Activate a hidden overdrive system which clocks up your attack potency to a tremendous degree for 10 seconds. All mainfire fuses can be controlled and used for rocket jumps (although now it requires ammo to use), mainfire can now be used faster during a rocket jump, and altfire has a much higher rate of fire. After 10 seconds, the overdrive system will overheat and burst, causing a malfunction which decreases attack potency. Mainfire can no longer be used for rocket jumps at all, altfire uses ammo and only throws one dynamite stick, and your movement speed is decreased.
Spike Man (Odyssey)

???-???,Spike Man,

## Introduction

As a bulky heavyweight, Spike Man completes this package with heavy-damaging moves that can hit from close or afar. He can also protect himself while attacking, making him especially hard to get rid of.

## Weapons

### Mainfire - Shatter Bomb

As a bulky heavyweight, Spike Man completes this package with heavy-damaging moves that can hit from close or afar. He can also protect himself while attacking, making him especially hard to get rid of.

### Altfire - Spike Wave/Spike Ball

On the ground, plant your hands into the ground and disable jumping, producing waves of spikes which travel along the floor in 8 directions from where the move was used. Spike Man gains half damage reduction during this move. In the air, take the form of a giant spiked ball and damage enemies constantly. Every time you touch the ground, you produce a ground quake which damages enemies on the ground near you, then jump off the ground. Spike Man can perform multiple jumps by holding altfire as long as enough ammo is present. 75% damage reduction is granted during this move. While in the air after a jump, you can instantly cancel this move into mainfire.
Rockman Shadow

### Origin

Rockman and Forte 2: Mirai kara no Chōsensha / Mega Man and Bass 2: Challenger From the Future

### Extras

None

**Rockman Shadow**, also known as R-Shadow, is the leader of a group of Robot Masters called "*The Dimensions",*and acts as the final boss of the game Rockman & Forte: Mirai Kara no Chousensha.*He is said to be a powerful robot, holding an obsession with causing chaos and destruction.*
Dyna Man

Unofficial artwork of Dyna Man by Tsuki-no-michi.

**Dyna Man** is a robot master from the first *Mega Man DOS* game. He's one of the three robot masters that Dr. Wily controlled via CRORQ.

## Introduction

A mix of a trap setup and explosive frontline class, Dyna Man effectively withers away his opponents' health using his various means of explosives.

## Weapons

### Mainfire - Nuclear Detonator

Lob a single large stick of dynamite which explodes on contact with any player or surface. Can be charged for more distance and damage.

### Altfire - Dynamite Trap / Bomb Crate

Throw a stick of dynamite that bounces on surfaces. Does no damage on player contact, but can be detonated at will with the use of his item. Only four can be out at once. Can be charged for a large bomb crate with the same physical properties, only this time it will burst into smaller dynamite sticks.

### Item - The Button

Detonate altfire traps already set up on the field. Detonation is simultaneous and only requires one input.
Blade Man

???-???, **Blade Man**,is one of the 8 Robot Masters in Megaman DOS III. Not to be confused with Megaman 10's Blade Man.

## Introduction

Blade Man's playstyle revolves around pressuring at long range, using his reload both as a mobility tool and as a melee chainsaw when necessary. This Blade Man is highly based on the design for Metal Man in Mega Man 2.

## Weapons

### Mainfire - Blade Launcher

Fire out three blades in a spread which rip through targets. If the blades touch a surface, they will break into bits which fly in 120° offsets from each other (triangle shape).

### Altfire - Ricochet Blades

Rapidly fire blades which can bounce off of any surface three times before vanishing. These blades do not rip through targets, but travel very fast through the air, making them very effective at long range.

### Reload - Chainsaw Dash

Dash in with your chainsaw extended. Has respectable hitstun and damage, and covers a good distance, but uses ammo quickly.
Jet Man (Rokko-Chan)

DMN-004, **Jet Man**,

## Introduction

Jet Man is the master of using his mobility to kite opponents from a distance, as well as rushing them down for big damage altogether. While he does require some degree of precision to properly use, he has access to homing shots to alleviate this.

## Weapons

### Mainfire - Jet Missile

Fire two decently fast missiles with explosion damage. While flying, the missiles travel faster, fire faster, and deal more damage. Without enough ammo, you will instead fire two slow homing missiles with a fixed distance.

### Altfire - Aeroslide

Quickly perform a dash which covers a huge distance with one use. While flying, this dash deals damage, allows you to pass through enemies, and can be held for higher speed the longer it's held.

### Reload - Flight Mode

Activate Flight Mode, which grants free flight and higher speed. Your attacks are also changed in this state. Using it again while flying will cancel it.
Shark Man

???-???, **Shark Man**,is one of the 8 Robot Masters from Megaman DOS III. Not to be confused with Shark Man from the Battle Network series.

## Introduction

Shark Man's game plan is to harry opponents from long range with his variable range boomerangs, and punish anyone who gets too close with his super strong bite. He also benefits tremendously from water stages.

## Weapons

### Mainfire - Shark Boomerang

Throw a boomerang which explodes into 8 ripping teeth on impact with a wall twice. Hold down the button to extend its range.

### Altfire - Shark Bite

Hold down the button to lunge forward really fast. Release it to deliver a really powerful melee attack.

## Passives

### Passive - Water Boost

If Shark Man is underwater, his speed and ammo regeneration rate will both be increased by 1.5x.
Brain Man

???-???,**Brain Man**,

## Introduction

Brain Man will begin to heat himself up, slowly increasing his secondary ammo. Cancelled with another use of Reload, or by reaching max ammo. Brain Man takes half damage while charging.

## Moveset

### Mainfire - Homing Laser/I.Q. Buster/Matrix Tracer

With ammo, fire an energy laser with very slow speed, but relentless tracking abilities. With no ammo, fire a simple buster shot. During Light Deviator II, this move will fire two energy lasers at the same time with higher speed and damage.

### Altfire: Telekineshield/Type II Annihilation

Hold to keep a psychic barrier up, protecting you against attacks from the front. Blocking attacks grants mainfire ammo. Release the button to fire the barrier forward as an explosive projectile. During Light Deviator II, Brain Man will reveal himself and drop exploding shields all around the area he is walking for a short period of time.

### Reload: Light Deviator/Light Deviator II

Gain 75% damage reduction and turn semi-invisible, meaning the shape of your body is still visible, but it's camouflaged in with the background. Using this at max primary ammo will activate Light Deviator II, allowing you to cancel out at any time with mainfire or altfire.
Soak Man

SFR-007, **Soak Man**,

## Introduction

Soak Man is excellent at keeping opponents away with his various long-range projectiles. Additionally, his ability to turn small areas into total danger zone helps him greatly at racking up quick and easy damage.

## Weapons

### Mainfire - Soak Suds

Fire up to four bubbles, depending on how long the button is held, then reload all your ammo at once. The more bubbles fired, the longer the cooldown period.

### Altfire - Bubble Shoot

Launch a larger bubble which bounces on walls and can be shot and destroyed. When destroyed, the bubble will split into four external bubble pieces which spread out in a + shape.

### Reload - Soak Rain

Throw a spread of five rain clouds which constantly have water drops falling beneath them. The clouds themselves can do decent damage when stacked on top of one another. If Soak Man aims too high or too low, the clouds will automatically be fired in a straight angle.
Whirlpool Man

SWN-???, **Whirlpool Man**,

## Introduction

Whirlpool Man benefits hugely from masterful manipulation and management of his returning shots by keeping track of when to hold them and when to release them. Underwater, he also gains a bonus to his class.

## Weapons

### Mainfire - Bubble Shot

Launch a bubble which slowly falls to the ground and bursts into two bullets at opposite horizontal angles from each other. Underwater, this shot has no gravity and comes to a slow stop before bursting on its own.

### Altfire - Whirling Charge/Suction Overdrive

A two-part move. First, you will swim forward and leave exploding mines behind you. Can be held for more mines and distance, as long as you have enough ammo. Then, you will enter suction mode and pull all mines towards you, which can be caught up to four times for overlay ammo. If max overlay ammo is present, the mines will explode on contact with you. The returning mines do not travel through walls, and they will fly straight forward at a faster speed when released. 8 energy orbs will be launched from the mines on explosion.

### Reload - Mine Launch/Water Cannon

With overlay ammo, you will fire a mine ahead which travels fast and explodes on contact with anything. Without overlay ammo, you will launch a stream of water which deals small but continuous damage and pushes opponents away.

## Passives

### Passive1 - Water Boost

If Whirlpool Man is underwater, his ammo regeneration rate will be doubled, and his mainfire gains new properties.
Tank Man

SWN-003, **Tank Man**,

## Introduction

Tank Man is all about offensive rushdown. He has the tools to deal heavy damage in a short amount of time, and the mobility to either close space or create it.

## Weapons

### Mainfire - Tank Arsenal

This move is three attacks in one: an overhead bomb, a forwards bullet, and a floor-firing pair of missiles. Each of these can deal respectable amounts of damage on their own, but much more when combined. During ram cooldown, this will only fire the forwards bullets, but at a much faster rate of fire.

# =

### Altfire - Tank Ram

Charge forward while holding down the button, knocking away anyone you hit a short distance. Tank Man is armored during this move. On release, a special cooldown will be applied during which altfire cannot be used.
Non-Human

Make your selection now.

**Non-Human** is a minor character from Action 52 (only seen during the Non-Human game as a background element), but a boss in *Scooby Doc 4*, serving as the game's 13th boss.

## Introduction

Non-Human mostly serves as an offensive class. He can use his Time Warp Fingers to cause direct explosive damage, his Ghostly Skulls as a sniping attack, and his Giant Boulder as pseudo-space control.

## Weapons

### Mainfire - Time Warp Fingers

Fires out a pair of fingers (from Time Warp Tickers) which move straight. If no one is hit after a few seconds, the fingers will jump and move faster, doubling their damage. If the fingers hit an enemy, it will cause explosive damage.

### Altfire - Ghostly Skull

Fires out the skull enemy from Haunted Halls. Upon contact with anything, it splits into four small projectiles. Speeds up with more distance.

### Reload - Giant Boulder

Fires the boulder from Adventure Island, which rebounds off of walls six times before exploding.
Comet Woman

Artwork of Comet Woman by MegaPhilX.

SWN-009, **Comet Woman**, is one of the eight Robot Masters (not counting Yoku Man (a secret boss) and Whirlpool Man) in *Mega Man Unlimited*. She was created to research outer space and is able to reach outstanding speeds using her powerful propulsor, allowing her to use her weapon, Comet Dash. To her dismay, she can't fly as fast as she wants within the atmosphere, as she would overheat from the air friction. She also likes to race against Jet Man. At the end of the game, she breaks from Wily and continues her competitive friendship with Jet Man.

## Introduction

Comet Woman is mainly an offensive class, coming with her Orbital Shot as a means of ranged combat, and Comet Dash as a form of close-combat.

## Weapons

### Mainfire - Orbital Shot

Comet Woman fires a projectile that, when it hits an opponent, splits into two, circles around them, and then shoot in opposite directions.

### Altfire - Comet Dash

Comet Woman dashes forward and leaves a trail of projectiles that split into two. Any contact with her whilst dashing does cause damage.
Toad Man MI

DWN-026, **Toad Man**,

## Introduction

With Toad Man, expertise in melee combat is key. His primary goal is to deal damage with his bodily attacks, then follow up with his special transformation gimmick. Additionally, he has the ability to use ranged magic spells to help keep opponents at bay.

## Passive

Rage Mode - Upon reaching half health, you will gain an item which resets your HP back to half and gives you an entirely new moveset and/or changes your attack properties, but prevents you from picking up health.

## Weapons

### MainFire - Toad Jump

Leap forwards for a single hit of damage. Charge the move up for more distance and damage. Grants secondary ammo on hit. While airborne, you can cancel the move with altfire for a downwards slam to push opponents away. With Rage Mode active, the move grants more distance.

### AltFire - Frog Magic

Cast a star spell which deals average damage to foes, and spawns a frog on contact with a surface. This frog will bounce around at random and disappear after a set time. With Rage Mode active, the spell deals more damage, and the frogs deal more damage, hop at a faster rate, and live longer.

### Reload - Toad Magic

Cast a spell of black magic which spawns rain around it in a set radius. The spell itself or its rain will temporarily transform anyone hit into a tiny frog. This frog has weaker armor, only a weak hop attack, and takes extra damage from Toad Man's attacks. With Rage Mode active, the spell costs half as much secondary ammo to cast, and the rain spreads out in a straight path.
Tox Man

???-???, **Tox Man**,is a Regular enemy from **Mega Man DOS III**,where he is seen in Bitman, Waveman(DOS), Oilman(DOS), Blademan(DOS), Torchman(DOS) and Dr. Wily's stage. His Item, the Forklift Tox, is based on an unused enemy from Mega Man DOS III.

## Introduction

Tox Man can become quite the nuisance if his poisonous fumes are able to spread across the map. He also gains ammo by dealing damage for his special item.

## Weapons

### Mainfire - Tox Buster/Toxic Sprayer

Shoot a bullet covered in corrosive chemicals, which will deal splash damage on impact. If not enough ammo is present, the button can be held for a spray attack with short range, but decent damage. Both will cause the opponent to be poisoned and take damage over a short time, indicated by a green tint.

### Altfire - Toxic Gas/Toxic Sprayer

Unleash expanding poison clouds which remain active on the field for a set time after a certain distance, or on impact. Carries same no ammo and poison damage mechanics as mainfire does.

### Item - Forklift Tox

Pilot a forklift and temporarily gain total invulnerability to all but stage hazards and pits. A bit of item time will be lost if Tox Man himself takes damage in the driver's seat, but no HP is lost. Mainfire will lift foes into the air, then slam them down hard. Altfire will automatically drive forward for a short moment.
Elec Man CX

## Theme Music

 "Battle Theme"Battle Theme.

DLN-008, Elec Man, is a Robot Master from the original *Mega Man*, being one of the original six (eight in *Powered Up*) Robot Masters created by Dr. Light. Created to help with electrical plants, he was reprogrammed by Dr. Wily in order to help in his world domination scheme, but was saved by Mega Man. In *Rockman CX*, Elec Man appears as a fortress boss in Light Labs. The class in Non-Canon Classes is based on this version, thus he's gvien the name **Elec Man CX**.

## Introduction

As a combination of self-fortitude and zoning, Elec Man is capable of buffing himself to boost his abilities both at long range and mid-range combat.

## Weapons

### Mainfire - Thunder Break

Launch an electric stream which travels in a straight line and rips through targets. After enough time, it will split into two non-ripping streams in a Y-shaped pattern. Damage is considerably higher before splitting.

### Altfire - Lightning Strike/Shock Surge

Uncharged, call a powerful bolt of lightning from above at the spot you were aiming. Charged, the bolt will instead strike you and heal 5 damage, as well as dramatically increase your speed and other attacks' rates of fire for a short time.
Iceburn Man

## Theme Music

 "Battle Theme"Battle Theme.

???-???, **Iceburn Man**,

## Introduction

Iceburn Man's versatile moveset allows him to tack on either big, strong damage with his fire moves, or easy, quick damage with his ice moves. As both work indepentendly of one another, it's important to manage each ammo pool when in a pinch.

## Weapons

### Mainfire - Freezing Fire

Uncharged, this move will send out three fireballs: one straight shot that splits into bouncing shots on contact, and two arcing shots that bounce along the ground. Charge the move up for a triple fire wave forward which blocks projectiles and rips through opponents. While flying, launch a fireball which splits into four floor waves on landing.

### Altfire - Burning Ice

Uncharged, hold the button to continuously fire off small ice balls which pick up speed after a short time. Charged, launch an arcing, bouncing ice ball which spawns ice towers each time it touches the ground. The towers deal ripping damage (with protection), and the bits they spawn after breaking will also deal damage. While flying, launch an ice ball like the charged mainfire, only now it has more gravity and bounces less before disappearing.

### Reload - Fahren-Height

Boost yourself upwards and gain free flight while it's active. Requires full yellow overlay ammo to use, and changes your mainfire and altfire.
Dagger Man

SFR-004, **Dagger Man**,

## Weapons

### Mainfire - Flash Dagger

Hold a dagger in front of you for a brief moment, then shoot it out as a projectile. While holding, a melee hitbox is present. The dagger will split into four waves in a + shape on contact with the ground.

### Altfire - Cyber Slash

Swing your blade arm twice and produce two energy waves which can slide on floors. At the beginning of each slash, extra melee damage is dealt.

### Item - Warping

Gain invincibility and teleport forward a short distance where aimed. Its low cooldown means other attacks can be used directly after it, giving Dagger Man the ability to quickly approach his enemies.

### Reload - Knife Header/Warp Strike

On the ground, run forwards with your blade head pointed forwards and damage enemies. In the air, perform several teleports forward while dropping daggers below.
Tartullianos

Tartullanos em Véllun. Antigos escravos dos Povos-Serpente e dos Goblins Engenheiros esta essência já teve um grande Império, uma vasta selva, mas Shillukazun e seus subordinados chegaram de um outro mundo e começaram a dizimar Tartullanos e transformaram sua selva em um gigantesco deserto onde deram início à conquista total de Bratislava, mas graças aos Anões, Humanos Veducassi e os Orquis liderados por Frum Lobo Invernal, eles perderam a guerra e logo o imperador foi morto, e os Tartullanos deixaram de ser escravos, sua morada retornou ao seu bioma original, porém muitos Tartullanos se tornaram viajantes, poucos se agruparam em pequenas comunidades, depois desse longo tempo presos, muitos desta essência sentiram que aquele não era mais seu lar, e decidiram partir, para os Anões do norte ou para os Orcs e Humanos Veducassi do sul...

## Traços Raciais

   **Traço Passivo**-Armadura Natural. Devido á sua carapaça e a forma do seu corpo, tartullanos não são adequados para usar armadura, sua carapaça oferece ampla proteção no entanto, dando-lhe uma CA Base de 17(Seu modificador de Destreza não afeta este numero). Você não ganha nenhum beneficio de utilizar armadura, mas se estiver empunhando um escudo pode aplicar o bônus do escudo normalmente.
Seu valor de Força aumenta em 2 e seu valor de Sabedoria aumenta em 1 ;
Jovens tartullanos atingem a idade adulta aos 15 anos e vivem em média 50 anos;
Seu tamanho é Médio;
Seu deslocamento de caminhada é de 25 pés e seu deslocamento de natação é de 30 pés.
**Garras.** Suas garras são armas naturais que você pode usar para fazer ataques desarmados causando 1d4 + seu modificador de Força;
**Segurar o Fôlego.** Podem prender a respiração por até 1 hora por vez;
**Conhecimento de Caçador.** Ganham Proficiência nas pericias sobrevivência e natureza;
**Retirar-se para a Carapaça.** Podem se esconder dentro da sua carapaça com uma ação, até emergirem, ganham +4 de bônus na sua CA e possuem vantagem em testes de resistência de Força e  Constituição. Enquanto escondido o Tartullano está *caído*,  seu deslocamento é 0 e não pode aumenta-lo, possuem desvantagem em testes de resistência de Destreza, não podem realizar reações e a única ação que podem fazer é uma ação bônus para emergir de sua carapaça.
**Idiomas**. Sabem falar, ler e escrever Comum, Aquan e Feral.

## Nomes Comuns

Mituna, Talulah, Sikya, Sokow,Abetzi, Anna, Doya, Ehawee, Gad, Kanuna, Lanu, Mahkah, Nastas, Taheton, Grok,Aranck, Arre-Catte, Beshiltheeni.
Mestiços

Mestiços são normalmente criaturas com sangue de Essencias e de Raças, são bem raros, existem poucos, mas eles devem escolher durante sua vida qual será seu destino, pelas Divinas, pelos Colossos ou por Si mesmo, normalemente escolhem a terceira opção, a sua conexão com o mundo material de Véllun é uma linha tenue entre a Ordem e O Caos, ferallis possuem toda uma cultura propria, uma grande floresta onde estão localizadas suas vilas, mas eles são os unicos mestiços que possuem algo assim, Meio-Orquis e Meio-Elfos, possuem a cultura do lugar onde cresceram, meio orquis normalmente vivem com os Humanos Veducassi, e Meio-elfos costumam viver no nordeste de Bratislava, seja com os Anões de Bronze, os Humanos Veducassi ou Os Elfos Purpura, castigados pela Convêrgencia .

## Mestiços:

* Ferallis;

* Meio-Elfos;

* Meio-Orquis;

* Meio-Gigantes;

* Elfos Sombrios;

* Calegnes Sombrios.
Robin Strong

Petyr Strong

**Ser Robin Strong** is the second-born son of Lord Galladon Strong and his wife Giselle Strong nee Frey.

## Appearance and Character

Robin has brown hair that can be mistaken for red and hazel eyes that match his mother. He stands shorter than his father and eldest brother but happens to be barely taller than his younger brother Podrick and still towers over his youngest brother Petyr.

Like the rest of his family, Robin holds the Gods in high regard. But he's never taken to them like his father had. He understands that they reign supreme but wishes to live his life without always feeling overburdened by religion, similarly to his eldest brother but far more secular.

But Robin in all regards is a kind and charming young man, he's always smiling and rarely worries about life, mostly thanks to the fact that he's living in King's Landing while squiring under his father's cousin, Gendry Strong.

Though nowhere near as perfect as his eldest brother, Robin tends to hold the oaths he made as a knight firmly. He'll aid those he can and show compassion wherever possible.
20th Century Fox

## 1935–1972

*An SVG version of this logo is recommended but not required. You can help Logos Timeline Wiki by uploading it here.*

The original 20th Century Fox logo consisted of a structure with each words one by one.

## 1935–2015

*An SVG version of this logo is recommended but not required. You can help Logos Timeline Wiki by uploading it here.*

On October 5, 1935, the logo features a simple shot of the 1935 on-screen logo.

## 1945–1972

In 1945, the structure is removed in favor of the words in red.

## 1972–1982

*An SVG version of this logo is recommended but not required. You can help Logos Timeline Wiki by uploading it here.*

In 1972, the structure returns, but is more professional than the 1935 logo.

## 1982–1994

*An SVG version of this logo is recommended but not required. You can help Logos Timeline Wiki by uploading it here.*

In 1982, the structure is in a square.

## 1987–present

*An SVG version of this logo is recommended but not required. You can help Logos Timeline Wiki by uploading it here.*

In 1987, the structure is more improved. The font looks similar to the 1994 on-screen logo.
Wave Man DOS

???-???, **Wave Man**,is one of the 8 Robot Masters to appear in Megaman DOS III. Not to be confused with Megaman 5's Wave Man.

## Introduction

Due to Wave Man's easy time landing hits, he is a recommended class for beginner players who struggle to carefully aim their shots. Like Shark Man, he gains a passive buff from water areas, but in a different way.

## Weapons

### Mainfire - Water Shooter

Fire a spread of seven water balls around Wave Man: Three in front, two to his sides, and two behind. On contact with the ground, these will cause wave currents to rise and move forward. On contact with the ceiling, this will cause water drops to fall from it.

### Altfire - Water Machinegun/Wave Blaster

Hold down the button to rapidly fire weaker but faster water balls. At full ammo, this move will become Wave Blaster, which covers a wide area where Wave Man is aiming, dealing immense damage. Aiming the Wave Blaster downward will propel Wave Man upwards. Both altfires carry the same ground/ceiling mechanic as Water Shooter.

## Passives

### Passive - Water Boost

If Wave Man is underwater, his ammo regeneration rate will be doubled.
Yo-yo Man

SWN-008, **Yo-yo Man**,

## Introduction

Yo-yo Man can manipulate the direction in which his cutters are activated, throwing off the opponent's timing. He can also traverse vast distances with the use of his item, giving him the ability to hit opponents before they can strike back.

## Weapons

### Mainfire - Yo-Yo Cutter

Throw a ripping yo-yo which will crawl forward along floors and walls. After a set time, or after touching the ceiling, it will return, during which it can still damage enemies.

### Altfire - Reverse Cutter

Identical to the mainfire, only the crawling yo-yo will start in the opposite direction.

### Item - Yo-Yo Grapple

This move doubles as both a projectile which deals heavy ripping damage and a grappling hook which can pull you up towards it, allowing for easy access across the stage.
Wing Man

???-???, **Wing Man**,

## Introduction

Wing Man is a bait-and-switch class whose mobility and attack strength go together perfectly when played correctly. His main weakness, however, lies in the fact that he has the weakest armor in the game, causing early deaths if you're not careful.

## Weapons

### Mainfire - Blow Cyclone

Flap your wings at breakneck speed and produce a field of wind which blows away any enemies at medium range in front of him.

### Altfire - Pipi Egg

Throw an egg which produces homing Copipi enemies (that can be destroyed) after cracking. Without enough ammo, the egg will not produce any Copipis.

### Item - Wing Dash

Dash forward and hit enemies once for respectable damage while passing through them all. On hit, your grey flight ammo will be refreshed.

## Passives

### Passive - Double Jump Flight

As long as you have some grey ammo, you can tap jump while airborne to enter a free flight state. When starting flight at full grey ammo, Wing Man gains an item.
Calegnes

Essa essência dita que foi criada por um amor proibido entre as Divinas Luz e Sombra, eles possuem traços demoníacos e traços angelicais, poucos possuem asas e marcas de fé, mas muitos possuem chifres e caudas, para eles a Luz irá lhes proteger em vida e a Sombra irá lhes proteger na morte. Os Calegnes são em grande maioria Honrosos e Leais às autoridades, habitam o sudoeste de Calivênei e o nordeste de Brilhantina, diferente dos Elfos e de uma raça ancestral cujo nome já foi perdido, eles conseguiram, com muita dificuldade se proteger da Convergência, apesar de terem perdido grande parte de sua terra natal, eles conseguiram se reconstruir e hoje, os Arautos da Purificação continuam a recuperar terras destruídas pela Convergência e cheias de criaturas que esta trouxe para Véllun...

## Traços Raciais

Traço Passivo: Intuitivos e Religiosos. Conseguem saber as intenqöes båsicas de um humanöide com menos que 10 de Sabedoria, assim como qual a Divina ou Colosso de Véllun adorado em algum templo ou minas observando suas estruturas e simbolos;

Seu valor de ConstituiGäo aumenta em 2 e seu valor de Inteligéncia ou Sabedoria aumentam em 1 ;

Atingem a maturidade aos 15 anos e podem viver até os 150;

Seu tamanho é médio;

Seu deslocamento é de 30 pés;

Nascidos do Equilíbrio. Ganham resistência a dano Necrótico e Radiante;

Visão no Escuro. Enxergam na penumbra a até 120 pés como se estivesse em luz plena, e no escuro como se estivesse em penumbra;

Religioso. Ganham proficiência na pericia Religião;

Mãos Curadoras. Com uma ação, você pode tocar
uma criatura e fazer com que ela recupere um
numero de pontos de vida igual ao seu nível. Após
usar essa característica, você não pode usa-la
novamente até realizar um descanso longo.

Alma Celestial. Começando no terceiro nível, podem usar uma ação para liberar sua energia divina interior, fazendo seus olhos reluzirem, e duas asas incorpóreas e luminosas brotarem de suas costas. Sua transformação dura por 1 minuto ou até o calegne finalizá-la com uma ação bônus. Enquanto durar, ganham deslocamento de voo de 30 pés, e uma vez em cada um de seus turnos, podem causar dano extra radiante para um alvo que o Calegne causar dano com um ataque ou magia. O dano extra radiante é igual seu nível. Após usar essa característica, não podem uså-la novamente até completar um descanso longo;

Chifres. Os chifres dos Calegnes säo armas poderosas, podem ser usados para ataques desarmados e causando 1d6+For de dano perfurante (ou concussivo, caso sejam serrados);

Podem falar, ler e escrever Comum e Calles.
Wizard Man

SFR-005, **Wizard Man**,

## Introduction

Combining both homing shots and long-range status effects, Wizard Man's primary purpose is to harry opponents from afar by using his various spells and tricks.

## Weapons

### Mainfire - Magic Missile

Fire two magic orbs which home in on enemies for a while, with one being slower than the other. After losing their tracking, they will simply fly in the path they were traveling in before.

### Altfire (Weapon 1) - Magic Arts: Frost

Launch an icy spear at opponents to freeze them on contact. This makes them sitting ducks for his mainfire to land additional damage.

### Altfire (Weapon 2) - Magic Arts: Flame

Launch a slow but powerful fireball which leaves ripping flame trails behind it.

### Reload - Arcane Images

Turn invisible temporarily and leave behind a magic fake behind you. This fake will fire a different spell at the nearest target, depending on which weapon you had selected at the time of use. This can make it easy for Wizard Man to juke out his opponents while he makes a hasty retreat.
Trinitro Man

ARGHSHEHJFGEDHBUDHEUF

## Theme Music

Snes remix of it

SWN-006, **Trinitro Man**,

## Introduction

Much like Tank Man, Trinitro Man also focuses on mobility-based rushdown. He, however, lacks attack speed and has a unique defensive mechanism attached to him.

## Weapons

### Mainfire - Nitro Blast

Fire a double line of explosions which damage anyone they touch. Without enough ammo, the line's range is limited.

### Altfire - Nitro Rocket

Boost yourself high into the sky with an explosion, damaging anyone too close. On landing, Trinitro Man cannot act for a brief moment, but he produces an even stronger explosion. The landing lag can be cancelled by using mainfire before touching the ground. While flying via the item, this move becomes a forward boost which deals knockback and damage to anyone he touches on the way.

### Item - Foot Rockets

Light up the burners on your feet and gain free flight for a limited time. Your altfire is changed while flying.

## Passives

### Passive1 - Tube Nuke

If the glass tube on Trinitro Man's head is shot three times, he will explode on death, dealing heavy damage to anyone in his range. After one shot, the glass tube cannot be shot again for a while. Shot counts are indicated by a meter next to his normal bars, and he will start smoking at three shots.
Torch Man

???-???, **Torch Man**,is one of the 8 Robot Masters from Megaman DOS III. Not to be confused with Megaman 11's Torchman.

## Introduction

Torch Man's fast rate of fire and good mid-range pressure gives him an ample amount of tools to force enemies into being very careful with their movement if they don't want to get burned to a crisp.

## Weapons

### Mainfire - Torch Shot

Launch a fireball which bursts into continuous flames wherever it hits. The initial hit and flame damage is not too impressive, but when combined with its fast rate of fire, it can pile up to huge damage very quickly.

###

### Mainfire (charged) - Torch Heatwave

Fire out a fast, ripping fireball which explodes into a cross line of flames wherever it hits. This cross flame will hug the ground at all times, allowing for surprise attacks on opponents at higher ground.

### Altfire - Torch Arm

A mid-range flamethrower attack which deals extra damage at the very tip of the fire.
Whispy Woods

## Theme Music

 "Battle Theme"Battle Theme.

DRN-015, **Whispy Woods**,

## Introduction

Whispy Woods is a class mainly centralized around a strong defensive gameplay. While he is extremely lacking in mobility, he is also extremely hard to kill due to his super heavy armor and shootable obstacles.

## Weapons

### Mainfire - Air Puff/Air Tornado

#### Uncharged

spit out a ball of compressed air to launch opponents slightly upwards.

#### Charged

spit out a red tornado which attaches itself to floors. While on the floor, anyone who walks over it gets carried into the sky and continuously damaged.

### Altfire - Apple/Gordos

#### Uncharged

produce three apples from your head which damage enemies during their movement. After stopping, the apples sit on the ground and no longer damage enemies, but can absorb up to 30 damage before disappearing.

#### Charged

produce three Gordo enemies which bounce around and deal good single-hit contact damage. The Gordos are completely invincible and absorb all shots that touch them.