Foxxy Loveshakes
Dance hard techno
- Joined
- Apr 3, 2010
- Messages
- 398
- Reaction score
- 0
The Megaman universe is a fascinating one. As I play through the first 4 (the only good ones), I saw that there's a lot of unanswered questions. In this RP, I intend on answering a few of those questions, namely what the other maverick hunters do while Megaman and Zero aren't around.
So here's the plot:
The year is 21XX, shortly after the events of megaman X1, and an outbreak of Mavericks have forced the creation of the Maverick Hunter organization. Led by Megaman X and Zero, the maverick hunters successfully fought off Sigma and his forces, at the cost of many, many lives. it's been years now, and things are finally starting to get back to normal, that is, until it is discovered that Mavericks are forming an uprising. again.
The hero of this story, Megaman X, is a lazy bastard. before he even hits the front lines, the other reploids on the force have to explore problem areas and clear a path to the area leader. That's right, it's up to people like biker bob (in the megaman x2 intro) to seal off the maverick leaders.
Mavericks have the task of hindering the progress of the hunters, and even though we know how the game ends, this RP could go either way. Don't think that you're disadvantaged, though, because Mavericks are awarded an extra 15 upgrade points.
I will be leading both sides, at least until I see people to fill in the hierarchy of both the mavericks and the hunters, and will be hosting events regularly.
This is where you come in
You can fight alongside the greatest heroes of our time, as a Maverick hunter.
You can serve Sigma in his attempt to conquer the world as a Maverick.
Or you can serve on the frontlines of either side as a Mechanoloid.
And this is where the fun starts
The best part about this RP is the character customization. To start the process, you must choose a body type. you can be either a Reploid or a mechanoloid, humans have no place in this war.
The points system.
the creation of a character requires careful management of points. You get 50 points to start. Mechanoloids don't have to worry about this. Only Reploids get points. Upgrades, skills, weapons and accessories cost points, so watch your spending. You get the opportunity to make extra points later in the skills section.
Mechanoloids
Reploids
Self aware, and capable of human thought and emotion. The pinnacle of modern technology, and are subject to infinite customization. So much so that I've created a points system for creating a reploid.
Skills
Got that figured out? Great! Now pick a skillset. Much like the perk system in call of duty, skills allow your character a variety of abilities and knowledge that can turn the tides of a battle. Skills are not cheap though, and have ranks to reflect your character's skill in that, well, skill. You can make your own skills, don't feel like you're locked into my inventions, but i'll have to approve of your choices. (point costs are in parenthesis)
Medical aptitude- 3 Ranks
Light Feet- (10)
Eagle Eye- 3 ranks
Hand to hand- 3 ranks
Weapon expertise- 3 ranks
Powerhouse- (10)
Your character is afforded increased physical strength.
Lock-On- (15)
Armored to the teeth- (10)
Lightning reflexes- (25)
Daredevil- (15)
Dual Wield- (20)
your character can use more than one sabre in combat.
Determination- (15)
your character has the steadfastness to withstand abuse past critical levels. This allows you to fire off rounds even when incapacitated.
Second Wind- (20)
Your character can spontaneously regain it's strength in battle, allowing for extended fights without the need for repairs. Note that this doesn't mean you'll be recovering from wounds or gaining any actual energy, it's sort of a mental thing
Now for something completely different!
you may be wondering how you can get good perks without sacrificing armor upgrades and features. that's why I've included the option to pile on some hinerances. These are, again, not lmited to my ideas, so feel free to make your own for extra points.
Malfunction- 3 ranks
Physically weak- (+25)
Missing Limb- (+30)
Weapon naivete- (+25)
Combat inexperience- (+15)
Pacifist- (+15)
Your character is capable of mercy, a mistake that can get you killed.
Absent-minded- (+15)
Your character occasionally forgets critical mission details.
Vanity- (+10)
your character likes that it looks good.
Now your character's weapons
In this RP, your character can have (as a primary weapon) either a buster, or a sabre. Busters and sabres are extremely customizable, so be creative.
Busters
Sabres
Secondary weapons
In this RP, I will allow up to 2 secondary weapons at the cost of 25 points each. These include knives, pistols, perhaps a glove that enhances hand to hand combat, be creative! all are subject to my approval.
Accesories and upgrades
Despite what you might think, you can STILL be EVEN MORE unique! I'll allow 2 free accesories or upgrades, and subsequent ones will cost 25 points. These range from cloaking devices, the ability to dash/air dash, energy capsules, jetpacks, you name it! Keep these within reason, you can't expect to be flying around all day, there are limitations.
Special abilities
This is gonna need some explination. You can have 3 special abilities, which can be passive or active, and must be kept within reason. You're not gonna get away with any godmoding, so just use your best judgement. Maybe your character has a special technique? maybe your character can fire a special beam? who knows. include some sort of limitation or repricussion if you want your character in for sure. active abilities can only be used once per mission, and you can't use it for 2missions after you've used it. you can't use active abilities until your character has succesfully completed at least 1 mission.
The application!
Finally, after doing all that reading, you can assemble your app.
Name:
Faction: (hunter,maverick)
Type: (reploid, mechanoloid)
Class:
Flaws:
Skills:
Weapons: (primary, then any secondaries)
Accesories:
Upgrades:
Special abilities:
Character background: (personal history)
Appearance:
Personality:
WHEW! I'm gonna be posting my own App to serve as a sort of guideline soon
So here's the plot:
The year is 21XX, shortly after the events of megaman X1, and an outbreak of Mavericks have forced the creation of the Maverick Hunter organization. Led by Megaman X and Zero, the maverick hunters successfully fought off Sigma and his forces, at the cost of many, many lives. it's been years now, and things are finally starting to get back to normal, that is, until it is discovered that Mavericks are forming an uprising. again.
The hero of this story, Megaman X, is a lazy bastard. before he even hits the front lines, the other reploids on the force have to explore problem areas and clear a path to the area leader. That's right, it's up to people like biker bob (in the megaman x2 intro) to seal off the maverick leaders.
Mavericks have the task of hindering the progress of the hunters, and even though we know how the game ends, this RP could go either way. Don't think that you're disadvantaged, though, because Mavericks are awarded an extra 15 upgrade points.
I will be leading both sides, at least until I see people to fill in the hierarchy of both the mavericks and the hunters, and will be hosting events regularly.
This is where you come in
You can fight alongside the greatest heroes of our time, as a Maverick hunter.
You can serve Sigma in his attempt to conquer the world as a Maverick.
Or you can serve on the frontlines of either side as a Mechanoloid.
And this is where the fun starts
The best part about this RP is the character customization. To start the process, you must choose a body type. you can be either a Reploid or a mechanoloid, humans have no place in this war.
The points system.
the creation of a character requires careful management of points. You get 50 points to start. Mechanoloids don't have to worry about this. Only Reploids get points. Upgrades, skills, weapons and accessories cost points, so watch your spending. You get the opportunity to make extra points later in the skills section.
Mechanoloids
Mass produced, Mechanoloids have very limited features and low armor. They die quickly, and lack the free will of a Reploid. Regardless, for the sake of depth, I have decided to make this an option. By the way, these are the little robots you would shoot past with no problem in the game. Seriously, why you would choose this is beyond me.
Mechanoloids have the option of flying, being grounded, or being completely stationary. You get one main weapon, subject to my appproval, and the only real benefit, i guess, is that you get lots of chances to live. Like, seriously, I'll allow 6 lives per mission. I just want to see if anyone can pull this off. Keep in mind that, unless you're an opportunist, you aren't gonna get to kill any reploids. Sadly, you don't get skills as a Mechanoloid
Mechanoloids have the option of flying, being grounded, or being completely stationary. You get one main weapon, subject to my appproval, and the only real benefit, i guess, is that you get lots of chances to live. Like, seriously, I'll allow 6 lives per mission. I just want to see if anyone can pull this off. Keep in mind that, unless you're an opportunist, you aren't gonna get to kill any reploids. Sadly, you don't get skills as a Mechanoloid
Reploids
Self aware, and capable of human thought and emotion. The pinnacle of modern technology, and are subject to infinite customization. So much so that I've created a points system for creating a reploid.
First, choose your class. Reploid bodies fall under classes that define their general purpose, and you have a few choices.
Scout class
The most mobile class. A light frame will obviously allow for incredible speed and jump height, at the cost of armor. Think "glass cannon", but keep in mind that scouts aren't usually afforded the strong weapons other classes are. Most suited for scouting, espionage, you know the drill.
Tank class
Most armor, most power, least mobility. You're not gonna be dodging any attacks, that's all I'm saying.
Ranger class
Absolutely no armor, with limited close range abilities. average mobility, and are most concerned with stealth technology. Seriously. even a Mechanoloid can hurt you good. Best keep out of sight and rely on your awesome rifle/buster/what have you. Long range specialists.
Knight class
The balanced class. Average mobility, armor, and power.
Scout class
The most mobile class. A light frame will obviously allow for incredible speed and jump height, at the cost of armor. Think "glass cannon", but keep in mind that scouts aren't usually afforded the strong weapons other classes are. Most suited for scouting, espionage, you know the drill.
Tank class
Most armor, most power, least mobility. You're not gonna be dodging any attacks, that's all I'm saying.
Ranger class
Absolutely no armor, with limited close range abilities. average mobility, and are most concerned with stealth technology. Seriously. even a Mechanoloid can hurt you good. Best keep out of sight and rely on your awesome rifle/buster/what have you. Long range specialists.
Knight class
The balanced class. Average mobility, armor, and power.
Skills
Got that figured out? Great! Now pick a skillset. Much like the perk system in call of duty, skills allow your character a variety of abilities and knowledge that can turn the tides of a battle. Skills are not cheap though, and have ranks to reflect your character's skill in that, well, skill. You can make your own skills, don't feel like you're locked into my inventions, but i'll have to approve of your choices. (point costs are in parenthesis)
Medical aptitude- 3 Ranks
This is the first aid for reploids skill. You'll be able to help out your wounded allies with the first rank, and you should be able to perform emergency care for yourself with rank 2. Rank 3 is for life saving operations and internal core repair. You'll need a set of medical tools at hand to be able to use this skill on the front lines, and varies in usefulness depending on your skill rank. Rank 1 gets band-aids, while rank 3 gets surgical equipment. Rank costs: 1 (5), 2 (10), 3 (15)
Light Feet- (10)
Your character is faster than other reploids in it's class. This doesn't, however, make your character fast enough to outrun characters in faster classes than it.
Eagle Eye- 3 ranks
your character has enhanced optics that can afford it better vision than your average reploid. rank 1 simply gives a zoom lens, rank 2 gives limited thermal vision, and rank 3 can see characters in stealth at a certain distance. Rank costs 1 (5), 2 (15), 3 (20)
Hand to hand- 3 ranks
Your character has skills in fighting past your simple "punch" or "kick". Rank 1 allows for the knowledge of a martial art, rank 2 allows for mastery in that martial art, and rank 3 gives the ability to incorporate close combat specialization for characters. Rank costs 1 (5), 2 (10), 3 (15)
Weapon expertise- 3 ranks
Your character has experience with any one weapon of your choice. Rank 1 gives general knowledge, rank 2 gives mastery, rank 3 gives an added feature to whatever weapon (subject to my approval; your choice). Rank costs 1 (5), 2 (10), 3 (30)
Powerhouse- (10)
Your character is afforded increased physical strength.
Lock-On- (15)
your character's ranged attacks have improved targeting, allowing you to hit targets at longer distances more easily, and letting slower characters hit faster targets.
Armored to the teeth- (10)
Your character has improved armor plating, enough to bring it's armor rating up a class. which by the way goes from Tank>Knight>Interceptor>Ranger. Tanks can become some sort of super tanks. heheh..
Lightning reflexes- (25)
Your character is extremely alert and can respond to external stimuli within milliseconds. this includes movement, targeting, firing speeds, and dodging ability.
Daredevil- (15)
Your character is given enhanced mobility, including jump height and flexibility. You can dodge projectiles and attacks more easily than others.
Dual Wield- (20)
your character can use more than one sabre in combat.
Determination- (15)
your character has the steadfastness to withstand abuse past critical levels. This allows you to fire off rounds even when incapacitated.
Second Wind- (20)
Your character can spontaneously regain it's strength in battle, allowing for extended fights without the need for repairs. Note that this doesn't mean you'll be recovering from wounds or gaining any actual energy, it's sort of a mental thing
Now for something completely different!
you may be wondering how you can get good perks without sacrificing armor upgrades and features. that's why I've included the option to pile on some hinerances. These are, again, not lmited to my ideas, so feel free to make your own for extra points.
Malfunction- 3 ranks
Your character has some mechanical flaw that can vary by rank. Rank 1 is perhaps some occsasional glitch, Rank 2 is perhaps a missing feature, and Rank 3 runs the risk of catastrophic failure. Rank bonuses- 1 (+10), 2 (+20), 3 (+30)
Physically weak- (+25)
Your reploids lacks the brute strength to do some more intense tasks that other reploids could do easily. for the sake of this RP, if a normal Reploid could lift a car, your character would only be able to lift a motorcycle. cannot be used in combination with powerhouse, duh.
Missing Limb- (+30)
Your Reploid has at some point lost something important. not a finger, but a whole arm. or a leg. I don't know how you'd make it work in and RP setting, but it's an option.
Weapon naivete- (+25)
Your character is not experienced with use of their weapon of choice. Obviously, you can't use this perk in combination with weapon expertise.
Combat inexperience- (+15)
perhaps your character just joined the force? you don't know what you're doing and it shows.
Pacifist- (+15)
Your character is capable of mercy, a mistake that can get you killed.
Absent-minded- (+15)
Your character occasionally forgets critical mission details.
Vanity- (+10)
your character likes that it looks good.
Now your character's weapons
In this RP, your character can have (as a primary weapon) either a buster, or a sabre. Busters and sabres are extremely customizable, so be creative.
Busters
Your character is not megaman X. you get up to a maximum of 2 charge settings, and even a tank's buster wouldn't be able to harm an area boss. Busters must be ranked on their power, fire rate and charge speed, and you don't necesarily have to have any charge settings. your buster's stats must be within reason, and cannot exceed 9 points.
Example,
"The example buster"
2 charge settings
3/5 speed
3/5 power
2/5 charge speed
Example,
"The example buster"
2 charge settings
3/5 speed
3/5 power
2/5 charge speed
Your character is not Zero. You don't get fancy blade techniques, you can't slash through a mechanoloid. Your sabre can, however, vary in length, blade color, you can dual wield, and you have the benefit of being able to deflect projectiles. Your sabres are ranked in weight, which indicate speed and power. heavier blades- more damage, less speed. There are 5 sabre speeds, 1 being fastest and 5 being heaviest.
Example
"the example sabre"
speed rating 3
Example
"the example sabre"
speed rating 3
Secondary weapons
In this RP, I will allow up to 2 secondary weapons at the cost of 25 points each. These include knives, pistols, perhaps a glove that enhances hand to hand combat, be creative! all are subject to my approval.
Accesories and upgrades
Despite what you might think, you can STILL be EVEN MORE unique! I'll allow 2 free accesories or upgrades, and subsequent ones will cost 25 points. These range from cloaking devices, the ability to dash/air dash, energy capsules, jetpacks, you name it! Keep these within reason, you can't expect to be flying around all day, there are limitations.
Special abilities
This is gonna need some explination. You can have 3 special abilities, which can be passive or active, and must be kept within reason. You're not gonna get away with any godmoding, so just use your best judgement. Maybe your character has a special technique? maybe your character can fire a special beam? who knows. include some sort of limitation or repricussion if you want your character in for sure. active abilities can only be used once per mission, and you can't use it for 2missions after you've used it. you can't use active abilities until your character has succesfully completed at least 1 mission.
"example ability" (active)
example man can fire a huge lazer at the cost of not being able to fire his buster for 5 minutes. this lazer cannot penetrate thick walls, and could possibly cause example man to take some core damage.
example man can fire a huge lazer at the cost of not being able to fire his buster for 5 minutes. this lazer cannot penetrate thick walls, and could possibly cause example man to take some core damage.
The application!
Finally, after doing all that reading, you can assemble your app.
Name:
Faction: (hunter,maverick)
Type: (reploid, mechanoloid)
Class:
Flaws:
Skills:
Weapons: (primary, then any secondaries)
Accesories:
Upgrades:
Special abilities:
Character background: (personal history)
Appearance:
Personality:
WHEW! I'm gonna be posting my own App to serve as a sort of guideline soon
Last edited: