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Title: Zero
Description: Fallen Angels Redux


ChrisOfTheDead - March 2, 2005 01:01 AM (GMT)
Ok, I've heard from several people that they really liked Fallen angels and wanted it to run its course. So, I ask you all, would you like it if I ressurected Fallen Angels to be run through as it was meant to be.Naturally I will let you all decide if you want to continue or start anew in this saga. If the response is good I'll post the DF formats again with **** stat system.

Kaiser Dragoon - March 2, 2005 01:05 AM (GMT)
I'm in, I'll just need some background info to get me going and well maybe a few :beers:

Teknoguyver - March 2, 2005 01:11 AM (GMT)
sorry, but would you mind telling me what his rpg was about?

BloodStorm - March 2, 2005 06:10 PM (GMT)
Ooooh.. Yes.. I'ld be interested in pulling Raiden out of the mothballs and playing around with his bad self.. I don't think Ghrecki's real interested in picking Shyft back up though.. but I'll kick him in the head untill he submits..

D'oh.. His head's as thick as Sparky's is.. that won't work.. Hrmm..

And Tekno.. The FallenAngels rpg was one set in the megamanX universe, where um... Stuff happened.. and we all played Reploids and stuff..

And Raiden is a moody badass with a score to settle.. Although I forgot exactly what it was now. Ah well.. The story's in the sheep pen at the moment.. or you can find it HERE if you don't want to dig through the sheep pen..

Datafiles, however, are gone.. which is a shame since they used such a wonderfull system.
You had three stats, and so many points to asign to them.. I think it was power,speed, and defence, or something.. Anyway.. You could put alot of points into speed and power for a fast skirmisher type, or alot of points into defence for a veritable tank..

Then we had the elemental chips and the Cyber Elves to worry about.. Which did differant things depending on what you got.. although finding either of them was up to Xenon and was dependant on good roleplaying and stuff..

Of course Tekno.. One would think you'ld remember what the rpg was about, seeing as you played Sho in it.. Peh, and they say I'm the forgetfull one...


What was I talking about again? :blink:

ChrisOfTheDead - March 2, 2005 07:19 PM (GMT)
Mega Man Zero : Fallen Angels Redux


Power***
Speed***
Armor***

The * is your character. You all have 9 of them to distribute. Any section without a * will make that basic human.

Power
Speed******
Armor***

This gives you the raw strength of your average human.

Various upgrades will be available in the form of Cyber elves, elemental chips, and form armor.

Cyber Elves enhance physical attributes such as the *.

Elemental Chips will imbue your weapons with elemental properties.

Form armor imbues you with a special ability.

This time around I'm experimenting with Energy Gauges. Each player has an energy gauge of 10 at the start. Cyber elves of various types can upgrade this thus adding to your durability. Enemies of various types will deal certain kinds of damage.

Partheon(X Commandos) do damage of 1 at their base attacks. for now, the most damage enemies can do is 3. Enemies such as Harpuia and Fefnir wont be directly involved with the characters being played here for now as they can do 15 damage per hit. And this is just their basic attacks.

Weapon Gauges are used to charge up weapons to unleash explosive tech attacks that do massive damage to enemies. These gauges can be charged and held indefinitely if need be. They can also level up as can your health Gauge. Once full you can do one of three things. Spend half the guage to level it up. Spend it all to unleash a tech attack doing massive damage(note this depends on the techniques you learn), or add * to your power level permanently. Your weapon gauge starts at 5. Each of you will only have access to a charge blast at first, this depletes your weapon gauge fully. If you uprgade the guage it doubles to ten. Think of this as an MP gauge of some sort. Once its leveled enough various attacks will only use so much. At level 2 if its charged you can use your charge attack twice.

Obtaining new skills and such is dependant on me. If you continuously just kill the Partheons to gain experience then you wont gain special techniques. But, if you can lets say , fend off a Guardian or possibly a general depending on your level I might award something special. If you manage to possibly disarm a general, even if you run away you'll still gain some decent experience due to the fact you fucked up one of the most powerful enemies available. Pulling dangerous stunts gives prompt rewards. Constant use of various weapons also yields experience. Much like using a weapons gauge, if you use a weapon for so long I'll award certain techniques for that weapon you can use even without weapon energy. Lets take Zeros Ryuenjin(Dragon Flame blade) technique. To wield this two things must be met. Your weapons gauge must be at 20 or higher, and you must have the flame chip equipped. If you use the flame imbued Z-Saber long enough I'll award the technique without you needing to unlock it at first. But using this way of leveling techniques takes forever. But it does have its advantages if you use your weapon gauge to level yourself instead of your techniques.

Each character will also have an ultimate technique which will draw from your own life gauge. Rakouhoha(Fallen Phoenix Crush), Zeros ultimate attack takes 50 life to use once unlocked. Now, if you use it and drain your life, only a Health Cyber Elf such as the Passy type can ressurect you. I'm only allowing a set number of those elves and who finds them depends on me and possibly a co-owner of this RPG should I appoint one or so such as Sith did with MG. So far so good. Any questions before I refine this and add on?

BloodStorm - March 2, 2005 07:50 PM (GMT)
So we'll be restarting things then? Hrmmm.. Guess we'll be starting over from square one... Which would work best.. as G-6 was playing Ace, and no one's heard from him in ages...

Ooh.. I found Belgore/Raiden's datafile on my PC

Power***
Speed**
Armor****

Weapons: Twin Shoulder Cannons, ChainRod.

Chips: Ice

Forms: IceWave (Adds * to power, charged shots from cannons result in a shockwave of icey energy freezing everything in it's path. Repeated use can lead to frozen barrels)
Raiden Panzer (Classified.. That and it was never finalised what it did)

That'll make things easier on me.. so know I just need to figure out exactly how he knows Fefnir and the real reason behind their feud..

Sparky - March 2, 2005 09:08 PM (GMT)
Yeah, that sounds cool and all.
But question, if I remember right power stat for last time covered your characters strength and the power of his weapon, is it working like that again, or would you divide this into two category's. I mean another two stat genres, like:

Strength:
(weapon) power:

I'm not nagging but with four stat genres we could also make the characters a little more custom, so fireing weapons may not be immediately powerful but the character has a preference to get in there for close combat and still be able to cause damage.

Just a suggestion is all, remember I are not nagging :beers:

BloodStorm - March 2, 2005 09:28 PM (GMT)
QUOTE (Sparky @ Mar 2 2005, 04:08 PM)
Yeah, that sounds cool and all.
But question, if I remember right power stat for last time covered your characters strength and the power of his weapon, is it working like that again, or would you divide this into two category's. I mean another two stat genres, like:

Strength:
(weapon) power:

I'm not nagging but with four stat genres we could also make the characters a little more custom, so fireing weapons may not be immediately powerful but the character has a preference to get in there for close combat and still be able to cause damage.

Just a suggestion is all, remember I are not nagging :beers:

Well sparko.. with 4 stats.. we'ld either need more points to work with.. or we'ld end up makeing weaker characters if we had the same amount of points as current..

If we kept the current point total.. you'ld end up with less overall points per stat, thus making changing the overall effectiveness of a character..

If we added in more points due to the extra stat, then you'ld open up all kinds of exploits where people only put one point into it, then shove everything else into another stat that they're focusing in..

Either way would add alot more things to worry about.. and Xenon's adding in alot of stuff as it is... so Let's not try and overload him with alot of other stuff.. Between this and the artwork people keep pileing on him, it's a wonder he'll find time to breath ;)

ChrisOfTheDead - March 2, 2005 10:38 PM (GMT)
*just remembered he was supposed to breath*

The reason we arent using a * stat for the weapons is due to the fact they level up alot depending how you use them. Remember. Use a weapon enough and I give you techniques to use whenever you want. The weapon is also directly dependant on your power. Still, being able to use a charge blast from your buster gun at no cost to your weapon gauge sounds fine to me. And I know you arent nagging, just clearing this up for you.

I will however have a seperate set of Datafiles for the weaponry so you can see its effectiveness and the such. Blast Armored enemies wont be hurt as much from the buster as they would be from a Saber slash as they use different methods for damage.

Sparky - March 2, 2005 10:59 PM (GMT)
QUOTE
Either way would add alot more things to worry about.. and Xenon's adding in alot of stuff as it is... so Let's not try and overload him with alot of other stuff.. Between this and the artwork people keep pileing on him, it's a wonder he'll find time to breath ;)


I are sorry.

QUOTE
The reason we arent using a * stat for the weapons is due to the fact they level up alot depending how you use them. Remember. Use a weapon enough and I give you techniques to use whenever you want. The weapon is also directly dependant on your power. Still, being able to use a charge blast from your buster gun at no cost to your weapon gauge sounds fine to me. And I know you arent nagging, just clearing this up for you.


I can see it all more clearly now, I get why you didn't do that now. So yeah I think this system is pretty good and as far as I can tell with my power of super nit picking there aren't ain't a single problem with it, good job

Riven - March 3, 2005 12:41 AM (GMT)
Well, I will definitely be joining now

Cant wait for it to get underway ^_^

ChrisOfTheDead - March 3, 2005 12:59 AM (GMT)
Ok, Currently there will only be one set of weaponry you can use. These are the basics, and it is possible to aquire more. The highest level of weaponry is divided into Omega class groups. Omega being the Ultimate Reploid from MegaMan Zero 3. If you aquire a weapon of this calibur in either class it sucks up so much energy that you can only carry this weapon and no other. The beauty of it is you wont NEED anything else if you aquire one of these classes.

Once class take its name from Devil May Cry. Devil Arms, these are elemental power based weapons. Much like some of the weapons from DMC, they also run on similar principles.

Basic weapons are...

Energy Sabers- These induce slash damage, overall best for quick fighters.

Buster Guns- Long range, pack a decent punch

Chain Rod- A whip like weapon, similar to energy Sabers.



MegaMan Zero : Fallen Angels Database.

This is where the datafiles on yourselves, the enemies, weapons, power-ups, etc, can be found.

First off is the basic datafile.

Name: Zero

Level 1

Armor**
Power***
Speed****

Energy Gauge: 10/10

Weapons Gauge: 5/5

Weakness: Blast Damage.

EXP Meter : 10/100

Weaponry: Z-Saber/Broken. The legendary energy saber of the irregular hunter Zero. This weapon was once a powerful force, capable of destroying any force in its path. But over the centuries of misuse and decay it has devolved into a basic energy saber with little potential. The fact that Zero's design and weaponry specifications were lost hundreds of years ago keeps the weapon from being repaired and becoming as powerful as it once was.

Current Level of weaponry is 1.This number is also the amound of damage that can be dealt with the weapon. Weaponry can be advanced to unleash more damage once the EXP meter reaches 50.

Techniques: Charged Slash. By depleting 5 from the energy gauge(This is also the amount of damage the attack does), Zero can charge his saber to release an explosive slash. This incurs both slash and blast damage on the opponent. If the opponent is weak against any of those types of damage it doubles.



Partheon(X Commando)

Armor*
Power*
Speed*

Energy Guage 2/2

Weakness: All

Weaponry: Buster Gun/ Level 1(Remember, your weapon level is what damage it does, thus the Partheon wont be a threat for now. So consider this training.)

Exp Given:(These are how much given per your level, ascending) 10/8/5/3/1 and from level 5 on the basic Partheons are worth 1 exp.)
The EXP doubles if you can kill them with two or more styles of damage. Zeros charged slash does Slash and Blast damage. This doubles his EXP when used to kill a Partheon. So at level 1 he gains 20 EXP.

Overkill awards 3x EXP. Overkill is when you can slaughter an enemy with so much force you more than quadruple their Energy Gauge capacity. So, if Zero uses a charged slash, which does 5 basic damage, and does dual type damage which the Partheon is weak against you gain mucho EXP. For killing the partheon with two skills it was weak against at level 1 you gain 20 exp, the damage was doubled though and did 10 to a 2/2 energy gauge. This more than quadrupled the capacity and triples the 20 EXP to 60 EXP. At early stages doing things like this is important so you can level up quickly and gain more techniuques, armors, weaponry, cyber elves, and Forms.

Tydorei Belouve - March 3, 2005 09:37 PM (GMT)
I love complicated things. Really. Hope this rpg starts soon.

ChrisOfTheDead - March 3, 2005 10:05 PM (GMT)
Style System:

Special moves are techniques that can be executed using the Weapons Gauge, using these moves drains the gauge by so many points. If you use a move so many times it will eventually level up to a point where you dont spend your Gauge to use it. Earning new moves however is dependant on the Style System. Taken from Devil May Cry I know, but it works out. Your combat style will be what gaines you special moves. If you just snipe opponents from a safe distance you'll be rewarded with basic special moves, nothing flashy, nothing really damaging. But if you mix things up in a fight becoming a 'stylish' fighter with a flashy set of combat moves, you gain sweet and damaging new moves, some at fewer costs than previous ones. Risk brings reward. Stupid risk will bring pain.

Armor***
Power***
Speed***

All around good basic fighter.

Armor**********
Power****************
Speed*****

General.

This is a stupid risk. Fighting a General at that level will get you killed. And without a Passy Cyber Elf, you die for good and must start a new character. This character can however, retain your weapons and skills. BUT, they start from ground zero. Have a move that costs 12 WG to use? Well, to bad cause at Level 1 you only have 5. Cyber Elves cannot be carried over due to their ability to upgrade you fast.

Now, if you are a little below a general it is possible to fight them to a point, possibly even disarm them. This earns massive SP which can be spent on Special Moves.And yes I will be allowing you to purchase special techniques and moves with your SP, thus earning them through me isnt an absolute must. Everyones SP meter starts at 0 and everytime you get a stylish kill you earn 1 SP. This is just basically a bonus for people that wanna earn special moves fast.

Style Chains:

A Style Chain is when your stylish move takes down more than one opponent. And to clarify how to obtain Style Points. Your SP meter charges only during Overkill, and can only be filled by using an environmental attack to deal with the multiple opponents.. An example of this would be overkilling a Partheon near an explosive barrel. Sending him up in flames is pretty damn stylish. If other Partheons are in the area you will not gain experience from killing them with an environmental attack, but you will gain 2 SP for each Partheon.

If this all seems complicated please PM me so I can explain it better to you and possibly even give you an example.

BloodStorm - March 4, 2005 04:27 AM (GMT)
For those of you who want to go ahead and do your datafiles, Simply Copy/Paste Everything from Xenon's datafile for Zero and chance the following things
Name
Physical Stats
Weapons
Weakness
Special Technique
History.


To determine your weakness, first look at your character... Smaller lesser armored characters will likely take more damage from blast weapons like cannons or buster guns...
Heavier characters will have thicker armor and shrug off blast damage easier.. so they'll be weaker to slashing and peircing attacks from energy blades and the like..

For your special, Look at your primary weapon.. If your primary weapon is a blast weapon, copy Belgore's special... If your primary weapon is a blade or something similer, copy Zero's special.

And of course, your background is up to you... within limits.. Xenon has the final say if it works or not.

And Xenon.. if any of this is wrong, feel free to beat with with an oversized supersaiyan hampster. :P

ChrisOfTheDead - March 6, 2005 01:05 AM (GMT)
Ok guys. We have an issue. I've had a complaint about my systems being too complicated. So, I'm leaving this decision to the board.

GO back to our old style where I decide who gets what and when they get it.
Back to the drawing board to simplify this all
Say to bad to the person having trouble and keep going with what we have

This is up to you guys.

And the first person to make a rude remark about the party having a problem with this stat system gets banned from my RPG. I'll not allow rude and ignorant comments.

Kaiser Dragoon - March 6, 2005 01:15 AM (GMT)
Hell, if even I can follow it, then it should be fine :beers:

Sparky - March 6, 2005 02:37 AM (GMT)
Actually I kinda like this system and the fact that it's the first real EXP thing we've had in an rpg means that yeah it will take a little geting used to but considering it's RP that we do here an EXP gaining system is soemthing we should by now anyway, even if it doesn't work out immediately it still gives us the practice. so I say stick with it, but I also wrote this little table out to help with EXP calculation.


It's nothing Xenon ain't said before but it just pulls it together a little:

Basic experience:
Level : 1 , 2, 3, 4, 5
Exp given: 10, 8, 5, 3, 1
From Level 5 onwards any experience from killing an enemy is 1 unless otherwise stated.
Killing an enemy with more one than one type of damage multiples the experience by said types of damage. Such as both Blast and Slash which would multiply the EXP by a factor of 2x.

Overkill:
Overkill multiples the current EXP by a factor of 3x and occurs when you can inflict 4x more damage than the enemy’s energy gauge can handle. Example, basic Partheon has an energy gauge of 2, quadrupling that and going over 8 points of damage would yield an Overkill.

When using Overkill multipliers, FIRST calculate up basic EXP earned through normal means and then apply factor 3x multiplication.
NOTE, Overkill only applies to multiplying experience from enemies killed before the overkill was achieved. After overkill all EXP comes as normal.

Style Points:
Style Points are obtained only when you achieve an Overkill in conjunction with killing multiple enemies through the use of an environmental hazard.
Example, over killing a Partheon near an explosive barrel. Killing him in the flames will earn you 2 style points and a further 2 style points for each additional Partheon also killed by the environmental hazard (in this case an explosive barrel).
However, doing this will earn you NO EXP, only style points are earned this way.

Levelling up:
When Level up occurs, all Energy gauges double in capacity.
You get 1* stat to put towards either your Speed, Armour or Power stats. Any is available to choose however you may choose 1 and only 1 per stat when levelling up.
The experience needed to reach the next level is also doubled.

Example, since you need 100 EXP to make it to level 2, that would then become 200 EXP required for level 3 and then 400 for level 4, after that continue doubling the EXP needed to level up




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