History:
Spoiler (click to show/hide):
Hundreds of years ago, a virus was released from a capsule containing a mysterious Reploid, which resulted in the Maverick Phenomenon, which refers to cases in which Reploids affected by the virus go berserk, and attack everything in sight. As a result of this, the Maverick Hunters were formed, and they began responding to this Maverick Threat by destroying the Mavericks. This was the beginning of the Maverick Wars, which would devastate the earth.
During the Maverick Wars, the Maverick Virus would encounter a Reploid who would become feared and hated for the rest of known history; Sigma. Sigma was too strong to be infected by the Maverick Virus, thus it adapted to him, becoming the Sigma Virus. Over the course of the Maverick War, Sigma would face the Maverick Hunters again and again, his programming having merged with the Maverick Virus resulting in his programming being carried over from body to body, making him near-unkillable as he rebuilds his Maverick Rebellion over and over. In one such event, Sigma hired a Mercenary to crash the massive Space Colony, Eurasia, into earth, causing a near-apocalypse that still plagues the planet to this very day.
The Maverick Wars only ended when a scientist created a vaccine program, The Mother Elf. The Mother Elf finally destroyed the Sigma Virus for good, after which they focused on Cyber Elf Research in an effort to cure the Maverick Virus itself. This series of events lead to a Reploid, X, using the Mother Elf to end the Maverick Wars himself, by reverting the Viral Infection.
A Weapon Researcher, Doctor Weil, was unsatisfied with this outcome, as he believed that it wasn't enough to cure Reploids, and that the only true solution to the Maverick Phenomenon was to control Reploids, as he believed the true problem was the free will that they possessed. For this, he proposed Project Elpis; An operation in which a Reploid would be created, which would then be combined with the Mother Elf to become a perfect ruler who would control all Reploids in the world.
To accomplish his plan, Doctor Weil stole the Mother Elf and reprogrammed her into the Dark Elf, which would gain him support by turning Reploids Maverick once again. The worldwide destruction caused by act caused Project Elpis to become sanctioned to end the new conflict. The next four years would be known as the Elf Wars.
Doctor Weil was given the body of a sealed Maverick Hunter who had been the origin of the Maverick Virus, and as such contained the necessary virus countermeasures for creating the perfect ruler, and with this, Doctor Weil created the Reploid Omega, who Doctor Weil called the Messiah. Omega was intended to be combined with the Dark Elf, and unknown to everyone, was reprogrammed to be completely loyal to Doctor Weil.
Veteran Maverick Hunter, X, and two others, including the Reploid Doctor Weil had used to create Omega, now in a new body due to his original body being taken by Doctor Weil, eventually ended the Maverick Uprisings by reclaiming the Dark Elf.
When the Dark Elf was reclaimed by the Maverick Hunter, Doctor Weil revealed his true intentions. Weil ordered Omega and a group of Mechaniloids to attack his former allies. Because the Maverick Hunter had reclaimed the Dark Elf, Omega was unable to fuse with the Dark Elf, and after a battle with X and the two Maverick Hunter Veterans, Omega was defeated. Roughly 90% of Reploids and 60% of Humankind were wiped out during the Elf Wars.
Because of his crimes against Reploid and Humankind, Doctor Weil and Omega were banished from earth, and ejected into space. The Reploid who had reclaimed the Dark Elf was put back to sleep, X became the ruler of Neo Arcadia, and it is unknown what the third Veteran Maverick Hunter did after the Elf Wars. Eventually, X used his body to seal the Dark Elf in order to stop further Maverick Uprisings, which prompted a scientist, Ciel, to construct a copy of X. Copy X eradicates all remaining Maverick threats, but lacking the experience and memories of X, Copy X was naive, and thus when Neo Arcadia faced an energy crisis, he decided that Reploids were the cause, and started mecilessly branding Reploids as Mavericks and executing them.
Copy X's methods led to the formation of the Resistance by Ciel, which started the Neo Arcadia Wars. Over the course of the Wars, Copy X was killed by the newly-awakened Veteran Maverick Hunter who had reclaimed the Dark Elf during the Elf Wars. After the death of Copy X, Doctor Weil returned from his exile, and took control of Neo Arcadia due to the complacency of the citizens of Neo Arcadia.
Doctor Weil then created the space cannon, Ragnarok, which he then attempted to use to destroy the settlement of Area 0, which, due to the environmental functions of Eurasia continuing to function there, had begun to produce plant life. One of Weil's subordinates took control of Ragnarok, and used it to attack Neo Arcadia, resulting in its destruction.
Weil, however, survived and used a Transerver to teleport back to Ragnarok, and attempted to use it to attack Area Zero once again. The Veteran Maverick Hunter managed to stop the attack, and after a fierce battle with Doctor Weil, managed to stop him, and caused Ragnarok to break up in the Atmosphere. This Reploid, sadly, was never seen again.
After the destruction of Ragnarok and Neo Arcadia, the settlement within Area 0 thrived.
This settlement eventually developed into an advanced civilization. The scientist who led the Resistance against Neo Arcadia, Ciel, formed the Guardians, an independent peacekeeping force. Soon after, however, the fragments of Ragnarok that had struck the earth began causing Maverick outbreaks, which prompted the Guardians to begin responding to them just as the Maverick Hunters had hundreds of years before, while Ciel began studying the Ragnarok Fragments in an attempt to solve the problem that they were causing. Ciel's research resulted in the creation of the Biometals.
However... she vanished. Ciel's disappearances resulted in Prairie becoming her successor, as someone who had been by Ciel's side through the Neo Arcadian Wars.
Hundreds of years ago, a virus was released from a capsule containing a mysterious Reploid, which resulted in the Maverick Phenomenon, which refers to cases in which Reploids affected by the virus go berserk, and attack everything in sight. As a result of this, the Maverick Hunters were formed, and they began responding to this Maverick Threat by destroying the Mavericks. This was the beginning of the Maverick Wars, which would devastate the earth.
During the Maverick Wars, the Maverick Virus would encounter a Reploid who would become feared and hated for the rest of known history; Sigma. Sigma was too strong to be infected by the Maverick Virus, thus it adapted to him, becoming the Sigma Virus. Over the course of the Maverick War, Sigma would face the Maverick Hunters again and again, his programming having merged with the Maverick Virus resulting in his programming being carried over from body to body, making him near-unkillable as he rebuilds his Maverick Rebellion over and over. In one such event, Sigma hired a Mercenary to crash the massive Space Colony, Eurasia, into earth, causing a near-apocalypse that still plagues the planet to this very day.
The Maverick Wars only ended when a scientist created a vaccine program, The Mother Elf. The Mother Elf finally destroyed the Sigma Virus for good, after which they focused on Cyber Elf Research in an effort to cure the Maverick Virus itself. This series of events lead to a Reploid, X, using the Mother Elf to end the Maverick Wars himself, by reverting the Viral Infection.
A Weapon Researcher, Doctor Weil, was unsatisfied with this outcome, as he believed that it wasn't enough to cure Reploids, and that the only true solution to the Maverick Phenomenon was to control Reploids, as he believed the true problem was the free will that they possessed. For this, he proposed Project Elpis; An operation in which a Reploid would be created, which would then be combined with the Mother Elf to become a perfect ruler who would control all Reploids in the world.
To accomplish his plan, Doctor Weil stole the Mother Elf and reprogrammed her into the Dark Elf, which would gain him support by turning Reploids Maverick once again. The worldwide destruction caused by act caused Project Elpis to become sanctioned to end the new conflict. The next four years would be known as the Elf Wars.
Doctor Weil was given the body of a sealed Maverick Hunter who had been the origin of the Maverick Virus, and as such contained the necessary virus countermeasures for creating the perfect ruler, and with this, Doctor Weil created the Reploid Omega, who Doctor Weil called the Messiah. Omega was intended to be combined with the Dark Elf, and unknown to everyone, was reprogrammed to be completely loyal to Doctor Weil.
Veteran Maverick Hunter, X, and two others, including the Reploid Doctor Weil had used to create Omega, now in a new body due to his original body being taken by Doctor Weil, eventually ended the Maverick Uprisings by reclaiming the Dark Elf.
When the Dark Elf was reclaimed by the Maverick Hunter, Doctor Weil revealed his true intentions. Weil ordered Omega and a group of Mechaniloids to attack his former allies. Because the Maverick Hunter had reclaimed the Dark Elf, Omega was unable to fuse with the Dark Elf, and after a battle with X and the two Maverick Hunter Veterans, Omega was defeated. Roughly 90% of Reploids and 60% of Humankind were wiped out during the Elf Wars.
Because of his crimes against Reploid and Humankind, Doctor Weil and Omega were banished from earth, and ejected into space. The Reploid who had reclaimed the Dark Elf was put back to sleep, X became the ruler of Neo Arcadia, and it is unknown what the third Veteran Maverick Hunter did after the Elf Wars. Eventually, X used his body to seal the Dark Elf in order to stop further Maverick Uprisings, which prompted a scientist, Ciel, to construct a copy of X. Copy X eradicates all remaining Maverick threats, but lacking the experience and memories of X, Copy X was naive, and thus when Neo Arcadia faced an energy crisis, he decided that Reploids were the cause, and started mecilessly branding Reploids as Mavericks and executing them.
Copy X's methods led to the formation of the Resistance by Ciel, which started the Neo Arcadia Wars. Over the course of the Wars, Copy X was killed by the newly-awakened Veteran Maverick Hunter who had reclaimed the Dark Elf during the Elf Wars. After the death of Copy X, Doctor Weil returned from his exile, and took control of Neo Arcadia due to the complacency of the citizens of Neo Arcadia.
Doctor Weil then created the space cannon, Ragnarok, which he then attempted to use to destroy the settlement of Area 0, which, due to the environmental functions of Eurasia continuing to function there, had begun to produce plant life. One of Weil's subordinates took control of Ragnarok, and used it to attack Neo Arcadia, resulting in its destruction.
Weil, however, survived and used a Transerver to teleport back to Ragnarok, and attempted to use it to attack Area Zero once again. The Veteran Maverick Hunter managed to stop the attack, and after a fierce battle with Doctor Weil, managed to stop him, and caused Ragnarok to break up in the Atmosphere. This Reploid, sadly, was never seen again.
After the destruction of Ragnarok and Neo Arcadia, the settlement within Area 0 thrived.
This settlement eventually developed into an advanced civilization. The scientist who led the Resistance against Neo Arcadia, Ciel, formed the Guardians, an independent peacekeeping force. Soon after, however, the fragments of Ragnarok that had struck the earth began causing Maverick outbreaks, which prompted the Guardians to begin responding to them just as the Maverick Hunters had hundreds of years before, while Ciel began studying the Ragnarok Fragments in an attempt to solve the problem that they were causing. Ciel's research resulted in the creation of the Biometals.
However... she vanished. Ciel's disappearances resulted in Prairie becoming her successor, as someone who had been by Ciel's side through the Neo Arcadian Wars.
Premise:
Spoiler (click to show/hide):
After Ciel's disappearance, the Sage Trinity formed Legion, and became the supreme authority, and the coalition Government of Elysium, formerly Area 0. the Sage Trinity decreed that in order for Humans and Reploids to become truly equal, the Humans must become part mechanical to become stronger and tougher, and Reploids must have their life span limited, and their energy supply limited, so as to force them to die and sleep like humans. The Sage Trinity also decreed that Reploids should hold no positions of authority of any kind, as they could go Maverick at any moment, and therefor could not be trusted. The Sage Trinity's methods of ruling drove many Reploids from the city, resulting in the creation of Gigantis, a Nation for Reploids.
Soon, a mysterious woman, resembling the missing scientist and creator of the Biometals, Ciel, appeared, and revealed Ciel's research to the world, via a hijacked broadcast. In the broadcast, she explained that to keep them out of the wrong hands, Ciel had hidden these Biometals, but this woman had discovered them, and triggered an emergency trap, which warped the Biometals into the vast wasteland that is the rest of the world... but she managed to claim the Biometal Model X, which makes her the reborn ruler of Neo Arcadia. At this announcement, people began not only clamoring to find these Biometals, but to move to Neo Arcadia R, the reborn haven for humanity.
Since then, those who hold Biometals became known as Megamen, and as long as civilization had a Megaman to protect them, they were able to live separate from the other nations, and rule themselves. While the discovery of the Biometals and Megamen allowed other people to live outside the walls of the Nations, it also resulted in trouble for Gigantis and Neo Arcadia R. Gigantis is plagued by the Liberation Army, a group of outlaws who support a new King leading Gigantis. Neo Arcadia R faces a forming Resistance, which seeks to dethrone the Model X Megaman, due to her harsh persecution of Reploids.
After Ciel's disappearance, the Sage Trinity formed Legion, and became the supreme authority, and the coalition Government of Elysium, formerly Area 0. the Sage Trinity decreed that in order for Humans and Reploids to become truly equal, the Humans must become part mechanical to become stronger and tougher, and Reploids must have their life span limited, and their energy supply limited, so as to force them to die and sleep like humans. The Sage Trinity also decreed that Reploids should hold no positions of authority of any kind, as they could go Maverick at any moment, and therefor could not be trusted. The Sage Trinity's methods of ruling drove many Reploids from the city, resulting in the creation of Gigantis, a Nation for Reploids.
Soon, a mysterious woman, resembling the missing scientist and creator of the Biometals, Ciel, appeared, and revealed Ciel's research to the world, via a hijacked broadcast. In the broadcast, she explained that to keep them out of the wrong hands, Ciel had hidden these Biometals, but this woman had discovered them, and triggered an emergency trap, which warped the Biometals into the vast wasteland that is the rest of the world... but she managed to claim the Biometal Model X, which makes her the reborn ruler of Neo Arcadia. At this announcement, people began not only clamoring to find these Biometals, but to move to Neo Arcadia R, the reborn haven for humanity.
Since then, those who hold Biometals became known as Megamen, and as long as civilization had a Megaman to protect them, they were able to live separate from the other nations, and rule themselves. While the discovery of the Biometals and Megamen allowed other people to live outside the walls of the Nations, it also resulted in trouble for Gigantis and Neo Arcadia R. Gigantis is plagued by the Liberation Army, a group of outlaws who support a new King leading Gigantis. Neo Arcadia R faces a forming Resistance, which seeks to dethrone the Model X Megaman, due to her harsh persecution of Reploids.
Character Sheets:
Note: Your starting cash will be determined based on your selected race, and starting location, at the start of the RP.
Humanoids:
Spoiler (click to show/hide):
Description: Humanoids, while usually part machine as a result of Elysium legislation demanding that they be forced to have certain human parts replaced with machinery are still considered more important than Reploids and Mechaniloids to Elysium and Neo Arcadia R. Humanoids often place themselves in Governing positions of cities and use Reploids for grunt work; such as labor, construction, and combat. In the past Humanoids have been responsible for “retiring” reploids in mass, and in some societies, have even intentionally shortened the lifespans of Reploids because they dared to live longer than the average Humanoid. Not all Humanoids are like this however, as some choose to live outside of Elysium and Neo Arcadia R and considered Reploids no different from themselves. Despite often considering themselves superior to Reploids, Humanoids are physically slower and weaker while making up only a fraction of the remaining population of the planet. In terms of quantity, there are fewer Humanoids than Reploids and Mechaniloids.
Name: (Character’s first and last name)
Appearance: (A picture, preferably)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and first Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location; which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0 your character becomes downed. Humanoids replenish this by eating.)
SP: 10(Your character’s stamina. When this reaches 0 your character becomes fatigued. Replenished by drinking.)
Agility: 1(Determines movement amount and is used for evading attacks and other related checks)
Strength: 1(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 1(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 3(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 2)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 1
Special Rules: Humanoids must eat and drink in order to keep their HP and SP full, otherwise it slowly drains daily. Eating restores HP, while drinking restores SP. Humanoids cannot suffer from limb loss, have higher base Charisma, and can Biomatch with a Biometal each time one is lost or obtained, however they can only be Biomatched with one Biometal at a time, meaning that Biomatching with a new Biometal will nullify their previous Biomatch. Instead of Energy, Humanoids use Stamina, which can be recovered more easily, as they can bring food and drinks with them and passively recover Stamina while outside of battle if they're not hungry. Humanoids cannot use Reploid weapons, as they cannot supply them with Energy. Can select a second Trait at the start of the RP.
Description: Humanoids, while usually part machine as a result of Elysium legislation demanding that they be forced to have certain human parts replaced with machinery are still considered more important than Reploids and Mechaniloids to Elysium and Neo Arcadia R. Humanoids often place themselves in Governing positions of cities and use Reploids for grunt work; such as labor, construction, and combat. In the past Humanoids have been responsible for “retiring” reploids in mass, and in some societies, have even intentionally shortened the lifespans of Reploids because they dared to live longer than the average Humanoid. Not all Humanoids are like this however, as some choose to live outside of Elysium and Neo Arcadia R and considered Reploids no different from themselves. Despite often considering themselves superior to Reploids, Humanoids are physically slower and weaker while making up only a fraction of the remaining population of the planet. In terms of quantity, there are fewer Humanoids than Reploids and Mechaniloids.
Name: (Character’s first and last name)
Appearance: (A picture, preferably)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and first Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location; which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0 your character becomes downed. Humanoids replenish this by eating.)
SP: 10(Your character’s stamina. When this reaches 0 your character becomes fatigued. Replenished by drinking.)
Agility: 1(Determines movement amount and is used for evading attacks and other related checks)
Strength: 1(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 1(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 3(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 2)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 1
Special Rules: Humanoids must eat and drink in order to keep their HP and SP full, otherwise it slowly drains daily. Eating restores HP, while drinking restores SP. Humanoids cannot suffer from limb loss, have higher base Charisma, and can Biomatch with a Biometal each time one is lost or obtained, however they can only be Biomatched with one Biometal at a time, meaning that Biomatching with a new Biometal will nullify their previous Biomatch. Instead of Energy, Humanoids use Stamina, which can be recovered more easily, as they can bring food and drinks with them and passively recover Stamina while outside of battle if they're not hungry. Humanoids cannot use Reploid weapons, as they cannot supply them with Energy. Can select a second Trait at the start of the RP.
Reploid:
Spoiler (click to show/hide):
Description: Robots that are capable of making decisions for themselves beyond the bounds of the rules of robotics. Reploids were replicated from the legendary leader and Maverick Hunter X’s designs which granted them decision-making capabilities that could not be differentiated from those of Humanoids. During the Maverick Wars they had been subject to a virus that afflicted them seemingly at random and caused them to go berserk, however X used Mother Elf to almost completely eradicate the virus from the universe, which made Maverick occurrences extremely rare, despite the Humanoid impression that it happens every other day.
Reploids are physically stronger than Humanoids and within Elysium and Neo Arcadia R they are often used as slaves, found guilty in courts at an alarming rate, have their lifespans shortened, marked for easier recognition, prevented from owning businesses or holding positions or authority, or banned from society entirely. Even to this day, they are blamed for the Maverick Wars as if they were personally the culprits and not the virus. Reploids are the most common in terms of population.
Name: (Character’s first and last name)
Appearance: (A picture, preferably. Unarmored form, where they can pass as Humanoid)
Battle Mode: (Fully armored)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 20(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming fatigued. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 1(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 3(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 3(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 27
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Starting Weapon Options:
Saber
Hanger
Glaive
Buster Shot
Bullet
Launcher
Special Rules: Reploids must recover HP and EP by sleeping in their pod OR recover half of their HP and Energy by otherwise sleeping normally. While sleeping normally, however, Reploids become vulnerable. Reploids have increased base Constitution and Strength. Reploids cannot suffer from Bleed, however they can lose limbs, which can only be recovered by sleeping in their pod. Reploids start with their own weapon, and have access to other Reploid Weapons. Using a Reploid Weapon consumes Energy. Reploids automatically enter Battle Mode the moment combat is initiated.
Reploids can only Biomatch with their first Biometal.
Description: Robots that are capable of making decisions for themselves beyond the bounds of the rules of robotics. Reploids were replicated from the legendary leader and Maverick Hunter X’s designs which granted them decision-making capabilities that could not be differentiated from those of Humanoids. During the Maverick Wars they had been subject to a virus that afflicted them seemingly at random and caused them to go berserk, however X used Mother Elf to almost completely eradicate the virus from the universe, which made Maverick occurrences extremely rare, despite the Humanoid impression that it happens every other day.
Reploids are physically stronger than Humanoids and within Elysium and Neo Arcadia R they are often used as slaves, found guilty in courts at an alarming rate, have their lifespans shortened, marked for easier recognition, prevented from owning businesses or holding positions or authority, or banned from society entirely. Even to this day, they are blamed for the Maverick Wars as if they were personally the culprits and not the virus. Reploids are the most common in terms of population.
Name: (Character’s first and last name)
Appearance: (A picture, preferably. Unarmored form, where they can pass as Humanoid)
Battle Mode: (Fully armored)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 20(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming fatigued. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 1(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 3(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 3(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 27
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Starting Weapon Options:
Saber
Hanger
Glaive
Buster Shot
Bullet
Launcher
Special Rules: Reploids must recover HP and EP by sleeping in their pod OR recover half of their HP and Energy by otherwise sleeping normally. While sleeping normally, however, Reploids become vulnerable. Reploids have increased base Constitution and Strength. Reploids cannot suffer from Bleed, however they can lose limbs, which can only be recovered by sleeping in their pod. Reploids start with their own weapon, and have access to other Reploid Weapons. Using a Reploid Weapon consumes Energy. Reploids automatically enter Battle Mode the moment combat is initiated.
Reploids can only Biomatch with their first Biometal.
Mechniloid:
Spoiler (click to show/hide):
Description: Far less intelligent than Reploids, and not strictly Humanoid in appearance, Mechaniloids are usually constructed for simple tasks, and cannot learn very quickly. Some Mechaniloids, however, are built to adapt to far broader missions, as such they can learn faster than others of their kind, but still slower than Reploids and humanoids, so that they are less likely to learn to question their mission.
Much like Reploids, Mechniloids cannot gain positions of authority or run their own businesses in Neo Arcadia R or Elysium, and are known to go Maverick at times. Unlike Reploids, however, Mechaniloids were deemed by both the Neo Arcadian and Elysium Governments to be incapable of standing trials due to low intelligence, and are considered by both to be property, like household appliances. Due to being considered property, Mechaniloids are typically owned either by a business or by the individual employing them, and do not get paid.
Name: (Character’s first and last name)
Disguise Appearance: (Humanoid, a picture, preferably)
Battle Mode Appearance: (Full Mechaniloid form)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 25(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming downed. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 1(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 1(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 1(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Special Rules: The Mechaniloid’s Intelligence Stat is treated as half of its shown value, effectively giving the Mechaniloid 1 Intelligence for every 2 displayed. The Mechaniloid is capable of activating Pseudo-“Armed Phenomenon” to transform into their full Mechaniloid Form for combat which increases their Constitution, Precision, and Strength by 50%, this increases Energy Consumption by 1. Armed Phenomenon grants a Shield equal to 33% of wielder's maximum HP. Mechaniloids can also gain Hard Points every 10 levels, starting with 2, allowing them to equip their true Mechniloid Form with additional weapons. Mechaniloids can use their disguised form to Megamerge with Biometals, but not their True Mechaniloid Form.
When not in battle, Mechaniloids recover 10% of their HP and Energy every turn.
Mechaniloids cannot Biomatch at all.
Description: Far less intelligent than Reploids, and not strictly Humanoid in appearance, Mechaniloids are usually constructed for simple tasks, and cannot learn very quickly. Some Mechaniloids, however, are built to adapt to far broader missions, as such they can learn faster than others of their kind, but still slower than Reploids and humanoids, so that they are less likely to learn to question their mission.
Much like Reploids, Mechniloids cannot gain positions of authority or run their own businesses in Neo Arcadia R or Elysium, and are known to go Maverick at times. Unlike Reploids, however, Mechaniloids were deemed by both the Neo Arcadian and Elysium Governments to be incapable of standing trials due to low intelligence, and are considered by both to be property, like household appliances. Due to being considered property, Mechaniloids are typically owned either by a business or by the individual employing them, and do not get paid.
Name: (Character’s first and last name)
Disguise Appearance: (Humanoid, a picture, preferably)
Battle Mode Appearance: (Full Mechaniloid form)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 25(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming downed. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 1(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 1(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 1(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Special Rules: The Mechaniloid’s Intelligence Stat is treated as half of its shown value, effectively giving the Mechaniloid 1 Intelligence for every 2 displayed. The Mechaniloid is capable of activating Pseudo-“Armed Phenomenon” to transform into their full Mechaniloid Form for combat which increases their Constitution, Precision, and Strength by 50%, this increases Energy Consumption by 1. Armed Phenomenon grants a Shield equal to 33% of wielder's maximum HP. Mechaniloids can also gain Hard Points every 10 levels, starting with 2, allowing them to equip their true Mechniloid Form with additional weapons. Mechaniloids can use their disguised form to Megamerge with Biometals, but not their True Mechaniloid Form.
When not in battle, Mechaniloids recover 10% of their HP and Energy every turn.
Mechaniloids cannot Biomatch at all.
Pseudoroid:
Spoiler (click to show/hide):
Description: Pseudoroids are a type of Mutos Reploid that has been constructed to force Biometals to supply power for them. The term Pseudoroid comes from their purpose being to become Pseudo-Megamen, in the absence of a Biomatch, having had the Biometal built into their body. Most Pseudoroids are constructed and used as weapons by Neo Arcadia R and Elysium, there are no known instances of other organizations employing Pseudoroids. This Pseudoroid, however, is capable of planting and removing Biometals from their body without having had them built in, and has a Humanoid Disguise form for blending in.
Name: (Character’s first and last name)
Disguise Appearance: (Humanoid, a picture, preferably)
Battle Mode Appearance:
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 25(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming downed. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 2(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 2(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 2(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 2(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 1(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Special Rules: A Pseudoroid can shapeshift from their Disguised form, to their full Pseudoroid Battle Mode, gaining +50% to every stat and enabling the use of their Special Weapon, which scales with the Pseudoroid’s level. A Pseudoroid has increased Agility, Strength, Precision, and Dexterity. Pseudoroids recover 10% HP and Energy every turn that they’re out of combat, or they can go into Sleep Mode and recover 75% HP and Energy in exchange for becoming vulnerable for a turn. Pseudoroid can only Megamerge in their Disguised Form. Pseudoroids, while in their full Pseudoroid form, have a weak point that shifts each time they sleep in their pod.
Pseudoroids cannot Biomatch at all.
Description: Pseudoroids are a type of Mutos Reploid that has been constructed to force Biometals to supply power for them. The term Pseudoroid comes from their purpose being to become Pseudo-Megamen, in the absence of a Biomatch, having had the Biometal built into their body. Most Pseudoroids are constructed and used as weapons by Neo Arcadia R and Elysium, there are no known instances of other organizations employing Pseudoroids. This Pseudoroid, however, is capable of planting and removing Biometals from their body without having had them built in, and has a Humanoid Disguise form for blending in.
Name: (Character’s first and last name)
Disguise Appearance: (Humanoid, a picture, preferably)
Battle Mode Appearance:
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 25(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming downed. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 2(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 2(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 2(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 2(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 1(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Special Rules: A Pseudoroid can shapeshift from their Disguised form, to their full Pseudoroid Battle Mode, gaining +50% to every stat and enabling the use of their Special Weapon, which scales with the Pseudoroid’s level. A Pseudoroid has increased Agility, Strength, Precision, and Dexterity. Pseudoroids recover 10% HP and Energy every turn that they’re out of combat, or they can go into Sleep Mode and recover 75% HP and Energy in exchange for becoming vulnerable for a turn. Pseudoroid can only Megamerge in their Disguised Form. Pseudoroids, while in their full Pseudoroid form, have a weak point that shifts each time they sleep in their pod.
Pseudoroids cannot Biomatch at all.
Robot:
Spoiler (click to show/hide):
Description: The Robot race is ancient, the oldest existing model of android from the year 20XX. Constructed as a Number, the Robot survived the Wily Wars, the Maverick Wars, the Elf Wars, the Neo Arcadia Wars, Ragnarok, and The Game of Destiny. They’ve witnessed the passing of centuries, and while they do not have the strength or constitution of Reploids, they have hundreds of years of experience, have learned to adjust their own programming, and how to repair themselves on the fly. Unlike Reploids, Robots must follow more specific processor level rules, that prevents them from harming Humanoids, and forces them to preserve themselves unless it would violate the first rule.
Name: (Character’s first and last name)
Appearance: (A picture, preferably. Unarmored form, where they can pass as Humanoid)
Battle Mode: (Fully armored)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 20(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming downed. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 1(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 2(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 2(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 3(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Special Rules: Robots start with their special weapon, which scales with level, instead of basic weaponry. Unlike the Reploids, the Robots can perform self-repairs after each battle and overnight instead of sleeping. After each battle, a Robot can recover 25% HP and 25% EP, and overnight a Robot can recover 75% HP and Energy. The Robots, like the Reploids, can only Biomatch with their first Biometal. Robots can lose limbs, but cannot suffer from Bleed. Robots cannot use their Special Weapon without activating Battle Mode. If a Robot attempts to use their special weapon while outside of Battle Mode, it becomes 25% weaker.
Description: The Robot race is ancient, the oldest existing model of android from the year 20XX. Constructed as a Number, the Robot survived the Wily Wars, the Maverick Wars, the Elf Wars, the Neo Arcadia Wars, Ragnarok, and The Game of Destiny. They’ve witnessed the passing of centuries, and while they do not have the strength or constitution of Reploids, they have hundreds of years of experience, have learned to adjust their own programming, and how to repair themselves on the fly. Unlike Reploids, Robots must follow more specific processor level rules, that prevents them from harming Humanoids, and forces them to preserve themselves unless it would violate the first rule.
Name: (Character’s first and last name)
Appearance: (A picture, preferably. Unarmored form, where they can pass as Humanoid)
Battle Mode: (Fully armored)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do, and their life up to this point, including how they obtained their Biometal)
Personality: (Your character’s personality, and how it affects interactions)
Biometal: (Your character’s starting Biometal, and your Biomatch)
Trait(s): (Your character's starting trait/s from the list)
Location: (Your character’s location, which determines their starting resources and should be taken into account when determining their responsibilities and how they obtained their Biometal)
Skills: (Three things your character is good at)
Stats:
HP: 10(When this reaches 0, your character becomes downed. Reploids replenish HP through repairs and sleeping in their pod.)
EP: 20(Your character’s Energy. When this reaches 0, your character goes into Power Saver Mode for three turns, before becoming downed. Energy can be replenished through sleeping in their pod OR 50% can be recovered through normal sleep.)
Agility: 1(Determines movement amount and is used for evading attacks, and other related checks)
Strength: 2(Used for physical attack damage, restraining enemies, and other related checks)
Precision: 1(Determines ranged attack damage, and is part of precision strikes)
Dexterity: 1(Used for landing attacks, part of hacking, stealth, and repairing, as well as other related checks)
Constitution: 2(Used for reducing damage from attacks)
Intelligence: 1(Used for inflicting status effects and a part of hacking and repairing)
Wisdom: 3(Used for resisting status effects and recalling historical events and origins)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting)
Stat Points: 25
Favored Stats: (Choose 3)
Specialization: (Used for modifying weapon effects, statuses, and skills)
Heat: 1(Used for modifying heat-based skills and weaponry, such as fire and lava)
Cold: 1(Used for modifying cold-based skills and weaponry, such as ice and water)
Electric: 1(Used for modifying Electric-based weaponry and skills, such as Plasma and Energy)
Explosive: 1(Used for modifying Explosive weaponry and skills, such as grenades, bolts and missiles)
Biological: 1(Used for modifying Biological weaponry and skills, such as plants and poison)
Mineral: 1(Used for modifying mineral-based weaponry, such as most ballistics, metal-based attacks, earth attacks, swords)
Force: 1(Used for Force-based weapons and skills, such as wind, sonics, physical strikes)
Plasma: 1(Used for Neutral-elemental damage, for the most common weaponry)
Specialization Points: 2
Special Rules: Robots start with their special weapon, which scales with level, instead of basic weaponry. Unlike the Reploids, the Robots can perform self-repairs after each battle and overnight instead of sleeping. After each battle, a Robot can recover 25% HP and 25% EP, and overnight a Robot can recover 75% HP and Energy. The Robots, like the Reploids, can only Biomatch with their first Biometal. Robots can lose limbs, but cannot suffer from Bleed. Robots cannot use their Special Weapon without activating Battle Mode. If a Robot attempts to use their special weapon while outside of Battle Mode, it becomes 25% weaker.
Starting Biometal Choices:
Spoiler (click to show/hide):
Note: Rather than starting with the Biometal in their possession, your character will start in close proximity to the Biometal you have selected, and will come into ownership of that Biometal soon after the RP has started.
Model B(reak)M(an) Taken
Model E(nker) Taken
Model P(unk) Taken
Model B(allad) Taken
Model O(il)M(an)
Model H(eat)M(an) Taken
Model A(ir)M(an) Taken
Model S(hark)M(an)
Model S(park)M(an) Taken
Model C(harge)M(an) Taken
Note: Rather than starting with the Biometal in their possession, your character will start in close proximity to the Biometal you have selected, and will come into ownership of that Biometal soon after the RP has started.
Model O(il)M(an)
Model S(hark)M(an)
Starting Trait Choices:
Spoiler (click to show/hide):
Note: In addition to your selected Traits, you'll be given additional Traits that reflect your character's life up to now, and their skills.
Biomatch+1(Gain the ability to Biomatch with one more Biometal, cannot change once applied)
Finesse(Gain +1 Dexterity for every 3 Dexterity Points)
Cognizance(Gain +1 Perception for every 3 Perception Points)
Charm(Gain +1 Charisma for every 3 Charisma Points)
Guard Recovery+5%(Increases Healing and Energy recovered from Guarding by an additive 5%)
Energy Storage(Grants Humanoids and Disguised Forms the ability to use Weapons)
Extra Specialization(Gain a Specialization Point each time a boss is defeated)
Eyes in the Dark(Gain Stealth Skill)
Extended Battery(Gain 25% Maximum Energy)
Sense Biometal(The character can sense Biometal in a character’s Biometal formation, if any)
Luck(A character gains +1 Luck for every 2 Charisma)(Luck increases Loot Roll values by 1)
Undershot(Once per-battle, if HP would be reduced to 0, it is instead reduced to 1)
X-Heart(If the character would be downed, they instead recover their full HP. One-use trait.)
Wider Channels(Healing consumables are 20% more potent.)
Nuclear Reactor[Robot Only](Reduce HP 1, deal single target explosive damage for each point lost with this effect.)
Shield Generator(Guarding grants a shield for 25% of character’s HP)
Injector Field(Once per-battle, an item can be applied to all allies within the user’s ZOC)
Note: In addition to your selected Traits, you'll be given additional Traits that reflect your character's life up to now, and their skills.
Biomatch+1(Gain the ability to Biomatch with one more Biometal, cannot change once applied)
Finesse(Gain +1 Dexterity for every 3 Dexterity Points)
Cognizance(Gain +1 Perception for every 3 Perception Points)
Charm(Gain +1 Charisma for every 3 Charisma Points)
Guard Recovery+5%(Increases Healing and Energy recovered from Guarding by an additive 5%)
Energy Storage(Grants Humanoids and Disguised Forms the ability to use Weapons)
Extra Specialization(Gain a Specialization Point each time a boss is defeated)
Eyes in the Dark(Gain Stealth Skill)
Extended Battery(Gain 25% Maximum Energy)
Sense Biometal(The character can sense Biometal in a character’s Biometal formation, if any)
Luck(A character gains +1 Luck for every 2 Charisma)(Luck increases Loot Roll values by 1)
Undershot(Once per-battle, if HP would be reduced to 0, it is instead reduced to 1)
X-Heart(If the character would be downed, they instead recover their full HP. One-use trait.)
Wider Channels(Healing consumables are 20% more potent.)
Nuclear Reactor[Robot Only](Reduce HP 1, deal single target explosive damage for each point lost with this effect.)
Shield Generator(Guarding grants a shield for 25% of character’s HP)
Injector Field(Once per-battle, an item can be applied to all allies within the user’s ZOC)
Starting Location Choices:
Spoiler (click to show/hide):
Neo Arcadia R: Neo Arcadia R is a Nation which has been reborn from the rubble of the original Neo Arcadia, by one who possesses the Biometal Model X. Neo Arcadia was originally a safe haven for Humanoids, so that they would no longer have to survive in the devastated world beyond the walls, or have to cower in fear of Maverick attacks. Near the end of the Neo Arcadia Wars the Reploid Kraft used Doctor Weil’s Ragnarock to destroy Neo Arcadia. Now the one who possesses the Biometal Model X declared themselves the successor of the legendary Maverick Hunter and leader, X, then had Neo Arcadia rebuilt in the image of the original. Much like the original Neo Arcadia; Reploids are declared to be Mavericks at the drop of a hat, then retired in mass while Humanoids live comfortably under the rule of the holder of the Biometal of X. Reploids are forbidden from holding positions of leadership or authority and if accused of anything are found guilty at an alarming rate.
Elysium: Elysium was originally a settlement, called Area 0, where the Space Colony Eurasia crashed. While the rest of the earth was devastated, the crash site eventually began to grow greenery as a result of the environmental systems of the colony continuing to function. Near the end of the Neo Arcadia Wars a Resistance Caravan settled in Area 0 and by the end of the war they had begun constructing their own civilization there. Now, Area Zero is Elysium, an advanced nation ruled by a trinity of Humanoids who have decreed that for the sake of equality, Reploids must have limited power duration and life span, so that they must sleep and die like Humanoids, and that Humanoids must be forced to trade certain human parts for machinery. Reploids are given chokers so that they may be easily identified, and forbidden from running their own business or holding any position of leadership or authority.
Gigantis: Gigantis is a Nation built by Reploids, for Reploids. Humanoids are not forbidden from entering, however, it’s in their best interest to blend in. The Reploid populace is not very friendly with Humanoids, despite having no legislation in place that specifically targets Humanoids. It has been said that if an individual were found out to be Humanoid, it wasn’t unheard of for reploids to beat and/or rape them in the streets while the legislation enforcement looked the other way, while the courts protected the Reploids responsible. Almost the entire nation is constructed on the ocean with their buildings sitting atop the water, or rising out of it, like metal islands.
The Outside: Outside of the three nations, the world is mostly desert and ruin with the occasional pool of water. Reploids and Humanoids who choose to live outside of the nations have organized themselves into clans and tribes with their own customs. Most clans or tribes own one Biometal that has been passed down from generation to generation, making the holder their protector against the wildlife and Mavericks. Most Tribes or Clans that did not have a Megaman to protect them did not last very long.
The Guardians: The Guardians are a voluntary, independent Peacekeeping force that has existed since the end of the Neo Arcadian war. Since the newest Maverick Outbreaks, they have begun primary focusing on Maverick Hunting. The group is led by Prairie, the successor of their former commander who was active during and after the Neo Arcadian War, known as a famous scientist for her development of a new power source, as well as an unparalleled commander, due to her flawless management of resources, and her care for her subordinates.
Neo Arcadia R: Neo Arcadia R is a Nation which has been reborn from the rubble of the original Neo Arcadia, by one who possesses the Biometal Model X. Neo Arcadia was originally a safe haven for Humanoids, so that they would no longer have to survive in the devastated world beyond the walls, or have to cower in fear of Maverick attacks. Near the end of the Neo Arcadia Wars the Reploid Kraft used Doctor Weil’s Ragnarock to destroy Neo Arcadia. Now the one who possesses the Biometal Model X declared themselves the successor of the legendary Maverick Hunter and leader, X, then had Neo Arcadia rebuilt in the image of the original. Much like the original Neo Arcadia; Reploids are declared to be Mavericks at the drop of a hat, then retired in mass while Humanoids live comfortably under the rule of the holder of the Biometal of X. Reploids are forbidden from holding positions of leadership or authority and if accused of anything are found guilty at an alarming rate.
Elysium: Elysium was originally a settlement, called Area 0, where the Space Colony Eurasia crashed. While the rest of the earth was devastated, the crash site eventually began to grow greenery as a result of the environmental systems of the colony continuing to function. Near the end of the Neo Arcadia Wars a Resistance Caravan settled in Area 0 and by the end of the war they had begun constructing their own civilization there. Now, Area Zero is Elysium, an advanced nation ruled by a trinity of Humanoids who have decreed that for the sake of equality, Reploids must have limited power duration and life span, so that they must sleep and die like Humanoids, and that Humanoids must be forced to trade certain human parts for machinery. Reploids are given chokers so that they may be easily identified, and forbidden from running their own business or holding any position of leadership or authority.
Gigantis: Gigantis is a Nation built by Reploids, for Reploids. Humanoids are not forbidden from entering, however, it’s in their best interest to blend in. The Reploid populace is not very friendly with Humanoids, despite having no legislation in place that specifically targets Humanoids. It has been said that if an individual were found out to be Humanoid, it wasn’t unheard of for reploids to beat and/or rape them in the streets while the legislation enforcement looked the other way, while the courts protected the Reploids responsible. Almost the entire nation is constructed on the ocean with their buildings sitting atop the water, or rising out of it, like metal islands.
The Outside: Outside of the three nations, the world is mostly desert and ruin with the occasional pool of water. Reploids and Humanoids who choose to live outside of the nations have organized themselves into clans and tribes with their own customs. Most clans or tribes own one Biometal that has been passed down from generation to generation, making the holder their protector against the wildlife and Mavericks. Most Tribes or Clans that did not have a Megaman to protect them did not last very long.
The Guardians: The Guardians are a voluntary, independent Peacekeeping force that has existed since the end of the Neo Arcadian war. Since the newest Maverick Outbreaks, they have begun primary focusing on Maverick Hunting. The group is led by Prairie, the successor of their former commander who was active during and after the Neo Arcadian War, known as a famous scientist for her development of a new power source, as well as an unparalleled commander, due to her flawless management of resources, and her care for her subordinates.
Mechanics and Combat System:
Checks and Rolls:
Spoiler (click to show/hide):
Melee
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Strength-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Strength=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Ranged
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Precision-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Abilities
1: Attacker: Intelligence + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Intelligence-Wisdom=Damage
3B: If attack is Critical: Intelligence*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is successful.
Charisma
1: Initiator: Charisma + [Modifiers influencing hit] + 1d20=Initiation Roll
2: Resistor: Charisma + [Modifiers influencing hit] + 1d20=Resolve Roll
3: If Initiation Roll is equal to or higher than Resolve Roll, the check is a success. If Resolve Roll is higher, the Initiation is a failure. Characters cannot be seduced into harming themselves, giving up their equipped items, giving up their money, or giving up items for free.
Detection
1: Initiator: Intelligence + [modifiers influencing detection check] + 1d20 Diceroll=Detection
2: Target: Dexterity + [Modifiers influencing hide check] + 1d20 Diceroll=Stealth
3: If Detection roll > Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins the Detection check failed.
Melee
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Strength-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Strength=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Ranged
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Precision-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Abilities
1: Attacker: Intelligence + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Intelligence-Wisdom=Damage
3B: If attack is Critical: Intelligence*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is successful.
Charisma
1: Initiator: Charisma + [Modifiers influencing hit] + 1d20=Initiation Roll
2: Resistor: Charisma + [Modifiers influencing hit] + 1d20=Resolve Roll
3: If Initiation Roll is equal to or higher than Resolve Roll, the check is a success. If Resolve Roll is higher, the Initiation is a failure. Characters cannot be seduced into harming themselves, giving up their equipped items, giving up their money, or giving up items for free.
Detection
1: Initiator: Intelligence + [modifiers influencing detection check] + 1d20 Diceroll=Detection
2: Target: Dexterity + [Modifiers influencing hide check] + 1d20 Diceroll=Stealth
3: If Detection roll > Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins the Detection check failed.
Spoiler (click to show/hide):
Movement and Sprinting:
A character can move 1 space for every 10 Agility they have(Minimum 1). If the character has Aerial Topography they can move 1 space for every 7 Agility they have. A character can move an extra space for every 5 Agility(Minimum 1) they have if they Sprint instead of attacking or Guarding.
Critical Strike:
When a unit rolls a natural 20 for an attack, the hit is guaranteed and the Weapon Damage rolled is doubled, then the attack’s status effect, if applicable, is guaranteed. If the attack does not have a status effect, the status becomes Impact.
Stealth:
A character can enter stealth by using certain skills. While a character is Stealthed, other characters within the area[Outside of battle] or who have that character within their ZOC will roll Perception Checks to detect that character. Once a character successfully detects the stealthed character, that character immediately becomes visible to all other characters on the battlefield. Attacking while Stealthed results in the attack gaining +25% Dexterity, a +1 Crit modifier, and 3 Armor Piercing Modifier.
Cover:
On some maps, there will be obstacles to turn into cover. Based on the substance that the object is made of, those obstacles will have an HP value, and the player hiding behind that object gains a second Defense Check, in the form of a Cover Check. The Cover Check only applies to ranged attacks, and will be rolled first. If successful, the cover check will cause the enemy’s attack to strike the cover instead.
Parry:
If a character has a melee weapon as their Primary or Sub-Weapon and hasn’t attacked on the turn they’re the target of an attack, they may roll a Dexterity Check to deflect the attack before rolling to evade. If a character successfully parries an attack from within their Pressure range, they may perform a Counter-Strike.
Counter Strike:
Counter-Strike is the act of attacking directly after an opponent’s attack, during that opponent’s turn. When a character performs a Counter-Strike, the opponent must perform a Parry Check instead of a Defense Check, meaning they apply Dexterity instead of Agility.
Guard:
A character may choose not to attack or use an ability on their turn, in which case they can Guard. Guarding restores 10% of a character’s HP and Stamina/Energy, cures status effects, and reduces incoming damage by 75%. A character that is guarding turns incoming critical hits into standard hits.
Zone of Control:
Zone of Control, or ZOC, determines how far Trait effects that affect other characters in battle, or active abilities reach. This range starts at 1, and increases by 1 for every 3 Wisdom.
Pressure:
Pressure is a separate control area that matches a character’s melee range when they have a melee weapon. Enemies within that melee area have their movement range reduced to 1.
Traits:
Traits are passive abilities that slightly strengthen the character or Biometal they’re attached to. Humanoids start with two, while all other races start with one, then the number of Traits a character can have equipped increases by one at certain levels. Traits can be gained through defeating Megamen, loot drops from enemies, or can be obtained every five levels by leveling Biometals.
Movement and Sprinting:
A character can move 1 space for every 10 Agility they have(Minimum 1). If the character has Aerial Topography they can move 1 space for every 7 Agility they have. A character can move an extra space for every 5 Agility(Minimum 1) they have if they Sprint instead of attacking or Guarding.
Critical Strike:
When a unit rolls a natural 20 for an attack, the hit is guaranteed and the Weapon Damage rolled is doubled, then the attack’s status effect, if applicable, is guaranteed. If the attack does not have a status effect, the status becomes Impact.
Stealth:
A character can enter stealth by using certain skills. While a character is Stealthed, other characters within the area[Outside of battle] or who have that character within their ZOC will roll Perception Checks to detect that character. Once a character successfully detects the stealthed character, that character immediately becomes visible to all other characters on the battlefield. Attacking while Stealthed results in the attack gaining +25% Dexterity, a +1 Crit modifier, and 3 Armor Piercing Modifier.
Cover:
On some maps, there will be obstacles to turn into cover. Based on the substance that the object is made of, those obstacles will have an HP value, and the player hiding behind that object gains a second Defense Check, in the form of a Cover Check. The Cover Check only applies to ranged attacks, and will be rolled first. If successful, the cover check will cause the enemy’s attack to strike the cover instead.
Parry:
If a character has a melee weapon as their Primary or Sub-Weapon and hasn’t attacked on the turn they’re the target of an attack, they may roll a Dexterity Check to deflect the attack before rolling to evade. If a character successfully parries an attack from within their Pressure range, they may perform a Counter-Strike.
Counter Strike:
Counter-Strike is the act of attacking directly after an opponent’s attack, during that opponent’s turn. When a character performs a Counter-Strike, the opponent must perform a Parry Check instead of a Defense Check, meaning they apply Dexterity instead of Agility.
Guard:
A character may choose not to attack or use an ability on their turn, in which case they can Guard. Guarding restores 10% of a character’s HP and Stamina/Energy, cures status effects, and reduces incoming damage by 75%. A character that is guarding turns incoming critical hits into standard hits.
Zone of Control:
Zone of Control, or ZOC, determines how far Trait effects that affect other characters in battle, or active abilities reach. This range starts at 1, and increases by 1 for every 3 Wisdom.
Pressure:
Pressure is a separate control area that matches a character’s melee range when they have a melee weapon. Enemies within that melee area have their movement range reduced to 1.
Traits:
Traits are passive abilities that slightly strengthen the character or Biometal they’re attached to. Humanoids start with two, while all other races start with one, then the number of Traits a character can have equipped increases by one at certain levels. Traits can be gained through defeating Megamen, loot drops from enemies, or can be obtained every five levels by leveling Biometals.
Status and Specialization:
Spoiler (click to show/hide):
Each character has Specializations that they can put secondary stat points into, which modify their chance to inflict a status on a target, and how effective that status is. Status effects are cured by Injectors or Guarding.
Heat:
Passive - Ignite: Heat-Based weaponry always rolls to apply Damage Over Time equal to 1dx (Where x is Heat Specialization/2). Lasts [Heat Specialization]/2 turns.
Slag Status: Reduce the speed of the afflicted by 5%*x (Where x is Heat Specialization/2). Lasts [Heat Specialization]/2 turns.
Burn Status: Reduce target’s Strength by 5%*[Heat Specialization]/2 . Lasts [Heat Specialization]/2 turns.
Cold:
Passive - Chill: Cold-Based weaponry always rolls to apply Slow to target’s Dexterity and Speed equal to 5%*[Cold Specialization]/2. Lasts [Cold Specialization]/2 turns.
Freeze: Stuns the target for one turn, then damage target for 1d[Cold Specialization] and apply Chill.
Frost: Reduce target’s movement by 1d[Cold Specialization]. Lasts [Cold Specialization]/2 turns.
Electric:
Passive - Jolt: Electric weaponry always rolls to apply Jolt, which causes a target’s Energy reserves to fluctuate within 1d10+[Electric Specialization]/2. Lasts [Electric Specialization]/2 turns. If a 1 is rolled, the afflicted character’s Energy value is 0. When this status ends, the afflicted character’s energy reserves return to their normal amount, however energy used during the status’ duration is not returned
Paralysis: Reduce the chance that the afflicted will be able to act by 5%*x (Where x is Electric Specialization/2). Lasts [Electric Specialization]/2 turns.
Arc Flash: Target becomes Blind, suffering from Dexterity -5%*x (Where x is Electric Specialization/2). Lasts [Electric Specialization]/2 turns.
Explosive:
Passive - Kaboom: All attacks splash off of the target location in a radius of 1*x (Where x is Explosive Specialization/3) spaces dealing [Explosive Specialization]/2 Damage.
Rupture: Afflicted target’s HP is reduced by 5%*x (Where x is Explosive Specialization/2). Lasts [Explosive Specialization]/2 turns, to a minimum of 1.
Shell Shock: Roll two 1d4s(1=Intelligence, 2=Wisdom, 3=Dexterity, 4=Agility), then apply a 5%*x (Where x is Explosive Specialization/2) reduction to the rolled stats for [Explosive Specialization]/2 turns.
Biological:
Passive - Virus: Biological weaponry rolls to apply Virus, which inflicts 1dx (Where x is Biological Specialization/3) damage every turn until the end of combat, or until cured.
Neurax Virus: Target suffers from a 4%*x (Where x is Biological Specialization/2) Wisdom and Intelligence reduction for the duration of Virus.
Root: Target cannot move for the duration of Virus and takes 5%*[Biological Specialization] extra damage from the first attack during the duration of the root.
Mineral:
Passive - Pierce: Mineral-based weaponry costs no Energy to use and pierces shields. Attacks with a Mineral weapon recover Energy equal to 1dx (Where x is Mineral Specialization/2).
Petrify: The target cannot attack or move, but gains 25% Constitution -[Mineral Specialization]/2.
Lasts [Mineral Specialization]/2 turns.
Concussion: Afflicted character is stunned for one turn, and knocked back [Mineral Specialization]/2 spaces, and takes [Mineral Specialization]/2 damage.
Force:
Passive - Force weapons always roll for Grounded status against Aerial characters.
Passive - Gust: Targets afflicted by Gust are knocked back, removing all their buffs and shields.
Passive - Drench: Targets afflicted with Drench take +25% Electric damage, become Blind if they were Ignited before becoming Drenched, and suffer from -4%*x (Where x is Force Specialization/2) Dexterity and Agility. Lasts [Force Specialization]/2 turns.
Whirlwind: Target has all allies and objects within [Force Specialization]/3 spaces knocked away for [Force Specialization]/2 turns. Knocked away characters and objects take [Force Specialization]/2 damage.
Flood: Target’s space and the spaces around that target in radius [Force Specialization]/3 are treated as Aquatic Topography.
Grope: Target is grappled, and cannot move, attack, or use items for [Force Specialization]/2 turns. If the status lasts for maximum duration; the target is stunned for one turn and takes [Force Specialization]/2 damage.
Plasma:
Passive - N/A
Blast: Attack passes through the afflicted and strikes another target behind them for [Plasma Specialization]/2 damage.
Burst: Afflicted is attacked twice more with [Plasma Specialization]/2 damage.
No Element:
Slash: Afflicted target Bleeds for 25% of weapon dice value for three turns if Humanoid, OR suffers limb loss on the targeted limb, losing 25% Dexterity if the limb is an arm, or 25% Agility if the limb is a leg if mechanical.
Puncture: Reduce the afflicted character’s Constitution by 25%.
Impact: The afflicted character is stunned for one turn.
Downed: Occurs when the character’s HP reaches 0. The character cannot perform any checks, and cannot move.
Fatigued: Character suffers from a 25% reduction to Agility, Strength, Dexterity, and Precision, and movement is reduced to 1.
Power Saver Mode: Character suffers from a 25% reduction to Agility, Strength, Dexterity, and Precision, and movement is reduced to 1.
Each character has Specializations that they can put secondary stat points into, which modify their chance to inflict a status on a target, and how effective that status is. Status effects are cured by Injectors or Guarding.
Heat:
Passive - Ignite: Heat-Based weaponry always rolls to apply Damage Over Time equal to 1dx (Where x is Heat Specialization/2). Lasts [Heat Specialization]/2 turns.
Slag Status: Reduce the speed of the afflicted by 5%*x (Where x is Heat Specialization/2). Lasts [Heat Specialization]/2 turns.
Burn Status: Reduce target’s Strength by 5%*[Heat Specialization]/2 . Lasts [Heat Specialization]/2 turns.
Cold:
Passive - Chill: Cold-Based weaponry always rolls to apply Slow to target’s Dexterity and Speed equal to 5%*[Cold Specialization]/2. Lasts [Cold Specialization]/2 turns.
Freeze: Stuns the target for one turn, then damage target for 1d[Cold Specialization] and apply Chill.
Frost: Reduce target’s movement by 1d[Cold Specialization]. Lasts [Cold Specialization]/2 turns.
Electric:
Passive - Jolt: Electric weaponry always rolls to apply Jolt, which causes a target’s Energy reserves to fluctuate within 1d10+[Electric Specialization]/2. Lasts [Electric Specialization]/2 turns. If a 1 is rolled, the afflicted character’s Energy value is 0. When this status ends, the afflicted character’s energy reserves return to their normal amount, however energy used during the status’ duration is not returned
Paralysis: Reduce the chance that the afflicted will be able to act by 5%*x (Where x is Electric Specialization/2). Lasts [Electric Specialization]/2 turns.
Arc Flash: Target becomes Blind, suffering from Dexterity -5%*x (Where x is Electric Specialization/2). Lasts [Electric Specialization]/2 turns.
Explosive:
Passive - Kaboom: All attacks splash off of the target location in a radius of 1*x (Where x is Explosive Specialization/3) spaces dealing [Explosive Specialization]/2 Damage.
Rupture: Afflicted target’s HP is reduced by 5%*x (Where x is Explosive Specialization/2). Lasts [Explosive Specialization]/2 turns, to a minimum of 1.
Shell Shock: Roll two 1d4s(1=Intelligence, 2=Wisdom, 3=Dexterity, 4=Agility), then apply a 5%*x (Where x is Explosive Specialization/2) reduction to the rolled stats for [Explosive Specialization]/2 turns.
Biological:
Passive - Virus: Biological weaponry rolls to apply Virus, which inflicts 1dx (Where x is Biological Specialization/3) damage every turn until the end of combat, or until cured.
Neurax Virus: Target suffers from a 4%*x (Where x is Biological Specialization/2) Wisdom and Intelligence reduction for the duration of Virus.
Root: Target cannot move for the duration of Virus and takes 5%*[Biological Specialization] extra damage from the first attack during the duration of the root.
Mineral:
Passive - Pierce: Mineral-based weaponry costs no Energy to use and pierces shields. Attacks with a Mineral weapon recover Energy equal to 1dx (Where x is Mineral Specialization/2).
Petrify: The target cannot attack or move, but gains 25% Constitution -[Mineral Specialization]/2.
Lasts [Mineral Specialization]/2 turns.
Concussion: Afflicted character is stunned for one turn, and knocked back [Mineral Specialization]/2 spaces, and takes [Mineral Specialization]/2 damage.
Force:
Passive - Force weapons always roll for Grounded status against Aerial characters.
Passive - Gust: Targets afflicted by Gust are knocked back, removing all their buffs and shields.
Passive - Drench: Targets afflicted with Drench take +25% Electric damage, become Blind if they were Ignited before becoming Drenched, and suffer from -4%*x (Where x is Force Specialization/2) Dexterity and Agility. Lasts [Force Specialization]/2 turns.
Whirlwind: Target has all allies and objects within [Force Specialization]/3 spaces knocked away for [Force Specialization]/2 turns. Knocked away characters and objects take [Force Specialization]/2 damage.
Flood: Target’s space and the spaces around that target in radius [Force Specialization]/3 are treated as Aquatic Topography.
Grope: Target is grappled, and cannot move, attack, or use items for [Force Specialization]/2 turns. If the status lasts for maximum duration; the target is stunned for one turn and takes [Force Specialization]/2 damage.
Plasma:
Passive - N/A
Blast: Attack passes through the afflicted and strikes another target behind them for [Plasma Specialization]/2 damage.
Burst: Afflicted is attacked twice more with [Plasma Specialization]/2 damage.
No Element:
Slash: Afflicted target Bleeds for 25% of weapon dice value for three turns if Humanoid, OR suffers limb loss on the targeted limb, losing 25% Dexterity if the limb is an arm, or 25% Agility if the limb is a leg if mechanical.
Puncture: Reduce the afflicted character’s Constitution by 25%.
Impact: The afflicted character is stunned for one turn.
Downed: Occurs when the character’s HP reaches 0. The character cannot perform any checks, and cannot move.
Fatigued: Character suffers from a 25% reduction to Agility, Strength, Dexterity, and Precision, and movement is reduced to 1.
Power Saver Mode: Character suffers from a 25% reduction to Agility, Strength, Dexterity, and Precision, and movement is reduced to 1.
Leveling:
Spoiler (click to show/hide):
Experience required to level up: x^3+9
Experience received is the sum of the defeated enemy’s stats.
When an enemy is seduced into sex, EXP is obtained equal to 66% of the enemy’s stats.
Each time a character levels up, they gain 1 Specialization Stat Point to allocate, Skills are learned every three Specialization points put into a specialization.
Each level gained results in gaining +1 to each favored stat, while every two levels gained results in +1 to each non-favored stat.
Players gain +1 Trait Capacity at level 3, 5, 7, 10, with the sequence repeated after.
Experience required to level up: x^3+9
Experience received is the sum of the defeated enemy’s stats.
When an enemy is seduced into sex, EXP is obtained equal to 66% of the enemy’s stats.
Each time a character levels up, they gain 1 Specialization Stat Point to allocate, Skills are learned every three Specialization points put into a specialization.
Each level gained results in gaining +1 to each favored stat, while every two levels gained results in +1 to each non-favored stat.
Players gain +1 Trait Capacity at level 3, 5, 7, 10, with the sequence repeated after.
Hacking, Winning, and Losing:
Spoiler (click to show/hide):
Every character starts with a dick-like attachment (except males who always have them equipped) which that character can use on a seduced or downed character by penetrating them with it, at which point a check is initiated.
Intelligence or Charisma+1d20=Hacking Check
Wisdom+1d20=Resistance Check
If the Hacking Check is successful, that character rolls 1d20 to determine how much information is obtained from the check.
1-5=Most of the specified information
6-10=Specified information with no context
11-15=Specified information with context
16-20=Specified information with context, with bonus information
The hacked character has no way to tell what information was copied, and the attachment pumps cum-like fluid into the hacked character to indicate that they had finished hacking the desired information.
If the Hacking Check fails, the Resisting character rolls a 1d20 to determine how effectively they resisted.
1-5=A small part of the specified information is still taken
6-10=A small part of the specified information is false
11-15=Half of the specified information is false
16-20=All of the specified information is false
The hacked character knows what information was copied.
Successfully hacking a character results in recovering 100% HP and Energy/Stamina
This tool can also be used to hack other electronics, such as locks, control panels, etc. Only Intelligence can be used for hacking checks against objects.
Currency:
Force Metal Fragments, or ¤, are the currency traded in most civilizations and communities on the planet. Each time a player defeats an enemy, they obtain a Force Metal Fragment, while defeating a Boss-type enemy grants the player 7 Force Metal Fragments, and defeating a Megaman grants 10 Force Metal Fragments.
Sex and Struggle Snuggles:
Having sex with or Hacking a character results in recovering 75% HP and Energy/Stamina, and gaining a Loot roll if the character is not in your party. A loot roll can only be obtained from having sex with a character the first time.
Every character starts with a dick-like attachment (except males who always have them equipped) which that character can use on a seduced or downed character by penetrating them with it, at which point a check is initiated.
Intelligence or Charisma+1d20=Hacking Check
Wisdom+1d20=Resistance Check
If the Hacking Check is successful, that character rolls 1d20 to determine how much information is obtained from the check.
1-5=Most of the specified information
6-10=Specified information with no context
11-15=Specified information with context
16-20=Specified information with context, with bonus information
The hacked character has no way to tell what information was copied, and the attachment pumps cum-like fluid into the hacked character to indicate that they had finished hacking the desired information.
If the Hacking Check fails, the Resisting character rolls a 1d20 to determine how effectively they resisted.
1-5=A small part of the specified information is still taken
6-10=A small part of the specified information is false
11-15=Half of the specified information is false
16-20=All of the specified information is false
The hacked character knows what information was copied.
Successfully hacking a character results in recovering 100% HP and Energy/Stamina
This tool can also be used to hack other electronics, such as locks, control panels, etc. Only Intelligence can be used for hacking checks against objects.
Currency:
Force Metal Fragments, or ¤, are the currency traded in most civilizations and communities on the planet. Each time a player defeats an enemy, they obtain a Force Metal Fragment, while defeating a Boss-type enemy grants the player 7 Force Metal Fragments, and defeating a Megaman grants 10 Force Metal Fragments.
Sex and Struggle Snuggles:
Having sex with or Hacking a character results in recovering 75% HP and Energy/Stamina, and gaining a Loot roll if the character is not in your party. A loot roll can only be obtained from having sex with a character the first time.
Companions:
Spoiler (click to show/hide):
Most NPC characters will start with a relationship level of 1-2, while most enemies will start with a relationship level of 0 or lower. Except for special circumstances, characters with a Relationship level of 1-2 will be willing to help the Player Character with a specific task or quest. During this task or quest, the player can raise their relationship level by 0.2(up to Relationship Level 5) or 0.1(At Relationship level 5 or above) at a time with actions that the character considers favorable. A character’s Relationship Level can only increase to the next level by gifting that character a special Plushie, or by performing an act of self-sacrifice to the benefit of that character(In example, tanking an attack for them when they would have been severely damaged or downed).
Characters who reach a Relationship Level of 3 with the player can be convinced to continue traveling with the player after their quest or task, while characters with a Relationship Level of 1-2 have to be convinced to undertake the next task or quest.
10/Significant Other:
9/Love: Willing to enter a serious Relationship with the player.
8/Love interest:
7/Best Friends: Can be convinced to sleep with the player without being offered something in exchange.
6/Close friends:
5/Friends: Can be convinced to fully join the player’s party, their stats and level become equal with the player.
4/Almost Friends: Will be willing to help the player out of trouble if they’re not in the player’s party
3/Acquaintances:
2/Neutral:
1/Dislike:
0/Hate:
At a relationship level of 10, the player can use a Biometal Forge and 10 Force Metal to copy that character’s Biometal (if applicable), after which the Player can Double Megamerge with that Biometal and their Front Position Biometal. A player can only have one character at a Relationship Level of 10.
Most NPC characters will start with a relationship level of 1-2, while most enemies will start with a relationship level of 0 or lower. Except for special circumstances, characters with a Relationship level of 1-2 will be willing to help the Player Character with a specific task or quest. During this task or quest, the player can raise their relationship level by 0.2(up to Relationship Level 5) or 0.1(At Relationship level 5 or above) at a time with actions that the character considers favorable. A character’s Relationship Level can only increase to the next level by gifting that character a special Plushie, or by performing an act of self-sacrifice to the benefit of that character(In example, tanking an attack for them when they would have been severely damaged or downed).
Characters who reach a Relationship Level of 3 with the player can be convinced to continue traveling with the player after their quest or task, while characters with a Relationship Level of 1-2 have to be convinced to undertake the next task or quest.
10/Significant Other:
9/Love: Willing to enter a serious Relationship with the player.
8/Love interest:
7/Best Friends: Can be convinced to sleep with the player without being offered something in exchange.
6/Close friends:
5/Friends: Can be convinced to fully join the player’s party, their stats and level become equal with the player.
4/Almost Friends: Will be willing to help the player out of trouble if they’re not in the player’s party
3/Acquaintances:
2/Neutral:
1/Dislike:
0/Hate:
At a relationship level of 10, the player can use a Biometal Forge and 10 Force Metal to copy that character’s Biometal (if applicable), after which the Player can Double Megamerge with that Biometal and their Front Position Biometal. A player can only have one character at a Relationship Level of 10.
Biometals:
Spoiler (click to show/hide):
Biometals are devices which hold the crystallized knowledge of past mechanical warriors. These are capable of bestowing the skills, knowledge, and strengths of those warriors onto the user through a process known as M.E.G.A.(Meta-Encapsulated Granule Awareness) Merge. To activate this system, the holder must pose while holding the Biometal, then shout R.O.C.K.(Rebirth of Crystallized Knowledge) On. When the user shouts this, they are equipped with armor and weapons resembling those of the associated warrior, they become fully reploid, and they’re flooded with the knowledge and experience contained within the Biometal, effectively causing them to experience the entire life of the warrior instantly. Such an experience can be jarring at first, however, a Megaman can get used to it over repeated uses of the Biometal. Holders of a Biometal are referred to as Megamen in reference to the MEGA system.
Biometal Mechanics:
Megamerging:
While some Biometals have traits that function outside of battle, or without Megamerging, every Biometal’s true power is unleashed by Megamerging with it. Upon Megamerging, the Biometal’s own Traits, Stats, Equipment, and Bonuses are added to the character’s, and their weapons replace the character’s. The first time in a battle that a character Megamerges, they recover full HP and Energy, and if the Megaman is a Humanoid, their Stamina is replaced with Energy. If a character Megamerges outside of battle, they do not recover their stats. Megamerged Megamen have a Charisma Stat of 0, and under most circumstances will be attacked on sight by the security forces. Notable exceptions are Megamen employed by the community/society/nation’s Government, or well-known by the entire community in that area.
Biomatch and Losing:
Biomatching is the act of connecting with Biometal in a way that binds it to that character. If a character is Biomatched with a Biometal that Biometal cannot be taken from them. Not everyone can Biomatch with just any Biometal however, and as a result they can be taken away from a severely injured opponent.
If a character is defeated in battle by a Megaman or a character who would make a viable Megaman, that winner can choose a non-Biomatched Biometal to take from the defeated character. Stolen Biometals retain all modifications, and likewise, if a Biometal is stolen back, it will again retain all modifications.
Ranking:
Biometals are all ranked from S to C, which changes the stat bonuses and stat scaling gained through the leveling of a Biometal.
Biometals of Rank C increase the certain stats for the Megaman by a maximum of 25%.
B increases certain stats by a maximum of 50%.
A increases certain stats by a maximum of 75%.
S increases certain stats by a maximum of 100%.
Biometals with higher rankings are also more likely to have Limit Traits, and gain more stats per-level. There are methods to discover, which can increase the rank of a Biometal.
Biometal Traits:
Each Biometal starts with their own traits, some of which may be exclusive to that specific Biometal. These Traits may be copied by leveling a Biometal to certain levels, which allows the Megaman to copy these Traits onto other Biometals. Some traits, however, are “Limit Traits” which means they cannot be copied.
The usual levels for Traits to be copied from a Biometal into a Megaman’s inventory are 3, 5, 7, 10, after which the sequence is repeated.
Biometals, like the player character, have a limit to how many Traits can be added into them, starting at +1(Not counting the starting Traits) at level 1, and increasing by 1 in the same sequence as the Trait Copying levels.
Biometal Leveling:
A Biometal levels up by completing a quest, defeating a boss using that Biometal, or by infusing them with Force Metal. Each level, a Biometal gains +1 to their primary stats, and a +1 to their secondary stats every second level. Every level 3, 5, 7, 10, etc, a Biometal gains +1 to Trait Capacity, and will put a selected Non-Limit Trait into the holding Megaman’s inventory.
The higher the level of a Biometal, the more powerful the Force Metal required to level that Biometal. Using a Biometal Forge reduces the amount of Force Metal required by 50%. Each time a Biometal levels up, the amount of required Force Metal doubles, starting at 1.
Biometal Formation:
A Megaman’s Biometals are organized into positions which determine their effect on the battle and in what sequence. The positions are Primary, Secondary, and Tertiary. Biometals in the Primary position grant a passive effect and are able to speak with the Megaman, while Biometals in the Secondary and Tertiary positions will activate a single active on the second and third turns of a battle.
Biometal Forges:
Biometal Forges are ancient Forges which were used to construct the Biometals scattered throughout the universe. These Forges have long since ceased to function, however, Force Metal can be used to restore their full functionality. Without Crystallized Knowledge new Biometals cannot be constructed, and Biometal Forges can only be reactivated temporarily because the Force Metal must also be used up in the process of enhancing a Biometal. Biometal Forges cut Force Metal costs for upgrading a Biometal in half.
Biometal Forges can be found with high Perception Rolls. It is said that some Biometal Forges can be used to pull Biometals from other Dimensions.
Topography:
All units have their own Topography, which determines performance on that type of battlefield. If a unit fights on their preferred topography, except Aerial or Ground, they gain an advantage of +25% Agility and Dexterity, while fighting on unpreferred topography reduces Agility and Dexterity by 25% for most types.
Ground: Units with Ground topography gain no bonuses while on the ground, but suffer 25% Dexterity and Agility penalty in Water or Space.
Aerial: Units with Aerial Topography suffer no penalties from any Topography, however if they get grounded in Sand or Water, they suffer a 50% Agility and Dexterity penalty.
Aquatic: Units with Aquatic Topography suffer a 25% Dexterity and Agility penalty in Sand, and gain +25% Agility and Dexterity in Water.
Legendary Figures:
Each time a player defeats a Megaman or any other kind of Boss that enemy is guaranteed to drop a Legendary Figure. When a Boss is defeated that victorious player can select a number of characters equal to the number of Biometals they own(or Minimum 6), then a dice is rolled to determine which figure is obtained.
Figures can also be obtained from certain locations, there’s a small chance that they’ll appear in shops, and they can be found by getting a high Perception check in an area.
When a player has a Legendary Figure that matches their Biometal, they can place that Figure into their collection at any time. Placing the figure in their collection automatically increases the corresponding Biometal’s level by 1.
Biometals are devices which hold the crystallized knowledge of past mechanical warriors. These are capable of bestowing the skills, knowledge, and strengths of those warriors onto the user through a process known as M.E.G.A.(Meta-Encapsulated Granule Awareness) Merge. To activate this system, the holder must pose while holding the Biometal, then shout R.O.C.K.(Rebirth of Crystallized Knowledge) On. When the user shouts this, they are equipped with armor and weapons resembling those of the associated warrior, they become fully reploid, and they’re flooded with the knowledge and experience contained within the Biometal, effectively causing them to experience the entire life of the warrior instantly. Such an experience can be jarring at first, however, a Megaman can get used to it over repeated uses of the Biometal. Holders of a Biometal are referred to as Megamen in reference to the MEGA system.
Biometal Mechanics:
Megamerging:
While some Biometals have traits that function outside of battle, or without Megamerging, every Biometal’s true power is unleashed by Megamerging with it. Upon Megamerging, the Biometal’s own Traits, Stats, Equipment, and Bonuses are added to the character’s, and their weapons replace the character’s. The first time in a battle that a character Megamerges, they recover full HP and Energy, and if the Megaman is a Humanoid, their Stamina is replaced with Energy. If a character Megamerges outside of battle, they do not recover their stats. Megamerged Megamen have a Charisma Stat of 0, and under most circumstances will be attacked on sight by the security forces. Notable exceptions are Megamen employed by the community/society/nation’s Government, or well-known by the entire community in that area.
Biomatch and Losing:
Biomatching is the act of connecting with Biometal in a way that binds it to that character. If a character is Biomatched with a Biometal that Biometal cannot be taken from them. Not everyone can Biomatch with just any Biometal however, and as a result they can be taken away from a severely injured opponent.
If a character is defeated in battle by a Megaman or a character who would make a viable Megaman, that winner can choose a non-Biomatched Biometal to take from the defeated character. Stolen Biometals retain all modifications, and likewise, if a Biometal is stolen back, it will again retain all modifications.
Ranking:
Biometals are all ranked from S to C, which changes the stat bonuses and stat scaling gained through the leveling of a Biometal.
Biometals of Rank C increase the certain stats for the Megaman by a maximum of 25%.
B increases certain stats by a maximum of 50%.
A increases certain stats by a maximum of 75%.
S increases certain stats by a maximum of 100%.
Biometals with higher rankings are also more likely to have Limit Traits, and gain more stats per-level. There are methods to discover, which can increase the rank of a Biometal.
Biometal Traits:
Each Biometal starts with their own traits, some of which may be exclusive to that specific Biometal. These Traits may be copied by leveling a Biometal to certain levels, which allows the Megaman to copy these Traits onto other Biometals. Some traits, however, are “Limit Traits” which means they cannot be copied.
The usual levels for Traits to be copied from a Biometal into a Megaman’s inventory are 3, 5, 7, 10, after which the sequence is repeated.
Biometals, like the player character, have a limit to how many Traits can be added into them, starting at +1(Not counting the starting Traits) at level 1, and increasing by 1 in the same sequence as the Trait Copying levels.
Biometal Leveling:
A Biometal levels up by completing a quest, defeating a boss using that Biometal, or by infusing them with Force Metal. Each level, a Biometal gains +1 to their primary stats, and a +1 to their secondary stats every second level. Every level 3, 5, 7, 10, etc, a Biometal gains +1 to Trait Capacity, and will put a selected Non-Limit Trait into the holding Megaman’s inventory.
The higher the level of a Biometal, the more powerful the Force Metal required to level that Biometal. Using a Biometal Forge reduces the amount of Force Metal required by 50%. Each time a Biometal levels up, the amount of required Force Metal doubles, starting at 1.
Biometal Formation:
A Megaman’s Biometals are organized into positions which determine their effect on the battle and in what sequence. The positions are Primary, Secondary, and Tertiary. Biometals in the Primary position grant a passive effect and are able to speak with the Megaman, while Biometals in the Secondary and Tertiary positions will activate a single active on the second and third turns of a battle.
Biometal Forges:
Biometal Forges are ancient Forges which were used to construct the Biometals scattered throughout the universe. These Forges have long since ceased to function, however, Force Metal can be used to restore their full functionality. Without Crystallized Knowledge new Biometals cannot be constructed, and Biometal Forges can only be reactivated temporarily because the Force Metal must also be used up in the process of enhancing a Biometal. Biometal Forges cut Force Metal costs for upgrading a Biometal in half.
Biometal Forges can be found with high Perception Rolls. It is said that some Biometal Forges can be used to pull Biometals from other Dimensions.
Topography:
All units have their own Topography, which determines performance on that type of battlefield. If a unit fights on their preferred topography, except Aerial or Ground, they gain an advantage of +25% Agility and Dexterity, while fighting on unpreferred topography reduces Agility and Dexterity by 25% for most types.
Ground: Units with Ground topography gain no bonuses while on the ground, but suffer 25% Dexterity and Agility penalty in Water or Space.
Aerial: Units with Aerial Topography suffer no penalties from any Topography, however if they get grounded in Sand or Water, they suffer a 50% Agility and Dexterity penalty.
Aquatic: Units with Aquatic Topography suffer a 25% Dexterity and Agility penalty in Sand, and gain +25% Agility and Dexterity in Water.
Legendary Figures:
Each time a player defeats a Megaman or any other kind of Boss that enemy is guaranteed to drop a Legendary Figure. When a Boss is defeated that victorious player can select a number of characters equal to the number of Biometals they own(or Minimum 6), then a dice is rolled to determine which figure is obtained.
Figures can also be obtained from certain locations, there’s a small chance that they’ll appear in shops, and they can be found by getting a high Perception check in an area.
When a player has a Legendary Figure that matches their Biometal, they can place that Figure into their collection at any time. Placing the figure in their collection automatically increases the corresponding Biometal’s level by 1.
Additional Notes:
Spoiler (click to show/hide):
This RP's battles will take place over Discord, in order to expedite the battle process.
Replies should be posted 10 days after the Dungeon Master post is posted, at the latest. If you don't post in time, I'll warn you twice, then kick you.
Don't hesitate to ask me for a collaboration if you're having trouble posting your response.
Rape WILL happen after your character loses. If you have a problem with rape scenes, this may not be the RP for you.
The Discord Server: https://discord.gg/DaMYpfG
If you have any further questions, ask me over Discord or send me a private message.
This RP's battles will take place over Discord, in order to expedite the battle process.
Replies should be posted 10 days after the Dungeon Master post is posted, at the latest. If you don't post in time, I'll warn you twice, then kick you.
Don't hesitate to ask me for a collaboration if you're having trouble posting your response.
Rape WILL happen after your character loses. If you have a problem with rape scenes, this may not be the RP for you.
The Discord Server: https://discord.gg/DaMYpfG
If you have any further questions, ask me over Discord or send me a private message.