Mega Man Battle Game [Sign-Ups/Discussion]
It's the dawn of the Second Robot Tournament, a fighting tournament created to determine the most powerful robot of them all! While the first was really an evil plot for Dr. Wily to steal eight new Robot Masters this is totally an unrelated tournament and in no way evil. Really.
Eight Robot Masters from the past have joined to prove themselves once again. Knowing exactly where this plot is going, Mega Man himself has entered as well! Naturally, just when the fighting was about to begin, Dr. Wily swooped in with a rebuilt version of his Wily Machine and attempted to snatch everyone again...only things didn't quite go so well and things have fallen into a state of chaos. Looks like this tournament is suddenly a free-for-all...
HOW TO PLAY
You get two Action Points (AP) per Round which may be spent on any two of the following commands, or the same one twice.
Primary Weapon: All Robots have a Primary Weapon, which is their main form of offense. The exact effect varies between Robots, but all involve shooting your enemies.
Secondary Ability: All Robots also have a Secondary Ability. While they all have nifty effects, their use is limited; after being used, you must wait a certain number of Rounds before you can use it again. Effect and Cool Down periods vary per Robot.
Charge: Gather energy to increase the power of your Primary Weapon! When used, you'll randomly increase the damage of your next attack by 10% to 100%. You may have a maximum of two Charges stored and, if you get your Charged Value to 100% or greater, you'll gain a special Charge Bonus!
Defend: Reduce all damage dealt to you by 50% until the end of the Round. Defend twice to reduce damage by 75%!
Actions are to be secretly submitted to the GM via GameFAQs Private Messaging system each Round. Rounds end at approximately Midnight Eastern, at which point the GM will announce everyone's actions and their outcomes. Play resumes with everyone gaining 2 more AP and continues until only one Player is left standing.
FLASHING INVULNERABILITY
When you damage a Player Character, they will begin flashing and you will be unable to damage them again until the next Round. As such, repeatedly firing your Primary Weapon at a single target is typically pointless. You may choose to CHARGE your Primary Weapon so it'll do more damage, shoot two different people, try Defending yourself with your second action, or whatever you wish...just be warned about constantly shooting the same target. It won't work very well.
RANDOM ENEMIES
Each Round, there's a chance a Random Enemy will appear on the battlefield. If you destroy one, you'll gain an Item! Items have a variety of powerful effects and you'll definitely want to try getting your hands on them, so keep your eyes peeled for new enemies to crush. Also, Random Enemies do not get the benefit of "Flashing Invulnerability", so shoot at them as much as you want! A complete list of Random Enemies can be found here: https://www.angelfire.com/rpg2/nuclearstorm/mega/randomenemies.html
STATS
All characters have the following Stats. Most of them are self-explanatory.
HP: Health Points. When you get damaged, you lose some, and upon running out you are destroyed.
Evasion: All characters have a set chance of automatically dodging any attacks aimed at them, avoiding all damage or negative effects from the attack.
Initiative: Actions are resolved each Episode according to "Initiative". A 10-sided die will be rolled once for each character and actions will resolve starting with the highest roll and working down to the lowest. The Initiative stat modifies the outcome of these rolls, such as granting you a bonus or penalty to your roll.
Random Enemies have one additional stat, "Favorite Robot". Random Enemies are minions of a specific Robot and will never attack them. In addition, there's a chance they'll focus their fire on the last character to have attacked their Favorite Robot!
PLAYABLE CHARACTERS
There are a total of 10 pre-made characters that anyone can use on a first-come/first-serve basis. You may also try making your own Robot. Just follow the basic outline (Primary Weapon, Secondary Ability, Passive) and you're good to go pending GM approval.
Time Man
HP: 1200
Evasion: 20%
Initiative: +3
PRIMARY WEAPON: Clock Hands - Deals 80 damage to one or two targets and reduces their next Initiative Roll by 1. [Charge Bonus: All of Time Man's actions occur at the start of this Round.]
SECONDARY ABILITY: Time Slow - Select up to three targets. Their Initiative Results will be cut in half (rounded down) on the next three Rounds. May only be used once every five Rounds.
PASSIVE: Timeshare - At the start of each Round, Time Man may select ONE other character and increase their Initiative Stat to +3. This selection is optional.
Magic Man
HP: 1100
Evasion: 10%
Initiative: +1
PRIMARY WEAPON: Magic Cards - Roll a percentile die. Randomly throws 1 to 3 "Magic Cards" at a single target, dealing 40 damage per card. Magic Man recovers HP equal to half the damage inflicted. Target Evasion is rolled seperately for each card. [Charge Bonus: Steals a random held Item from the target.]
Rolled Results
1-45: 1 Card
46-80: 2 Cards
81-100: 3 Cards
SECONDARY ABILITY: Magic Blast - Throws a slow-moving energy sphere with 80 HP at a single target that will deal 200 damage to them at the end of the next Round. If the sphere is destroyed, a "Romper" Random Enemy will immediately spawn. May only be used once every four Rounds.
PASSIVE: Magic Trick - If Magic Man successfully Evades an attack, there is a 20% chance a random Opposing Character will take the attack in his place. Characters may not be forced to damage themselves and have a chance of Evading the attack.
Solar Man
HP: 1800
Evasion: 5%
Initiative: +0
PRIMARY WEAPON: Solar Blaze - Deals 100 damage to one target and 50 damage to the Opposing Character with the Initiative Result closest to the Initial Target's. Solar Blaze does not have a Charge Bonus, but may store a maximum of 3 charges.
SECONDARY ABILITY: Super Nova - Deals 120 damage to all Opposing Characters. There is a 25% chance any character damaged by this attack will have all of their held Items melted into useless scrap. May only be used once every seven Rounds.
PASSIVE: Solar Absorption - Whenever Solar Man is Directly Damaged while Defending, he will automatically gain 1 Charge if not at the maximum limit. In addition, whenever Solar Man is Directly Damaged, there is a 25% chance he will automatically Defend against that attack.
Top Man
HP: 1900
Evasion: 5%
Initiative: +0
PRIMARY WEAPON: Top Spin - Deals 150 damage to the target and 25 damage to the user. After being used, the User's Evasion is set to 25% until the end of the Round. [Charge Bonus: User does not take damage from using Top Spin and Evasion is set to 30% until the end of the Round.]
SECONDARY ABILITY: Homing Tops - Deals 70 damage to up to three targets that can not be Evaded. May only be used once every other Round.
PASSIVE: Counter Spin - Whenever Top Man is Directly Damaged, there is a 30% chance he will ram into the attacker for 40 damage.
Astro Man
HP: 1600
Evasion: 15%
Initiative: -2
PRIMARY WEAPON: Astro Crash - A large meteor that deals 160 damage, but has a -20% penalty to accuracy. [Charge Bonus: Meteor Shower - User may select an additional target for the attack.]
SECONDARY ABILITY: Hypnosis - Astro Man gains control over one of the target's AP next Round. May only be used once every four Rounds.
PASSIVE: Easily Startled - Whenever Astro Man is Directly Damaged, there is a 20% chance he will become startled and lose 1 AP.
Cold Man
HP: 1500
Evasion: 5%
Initiative: -2
PRIMARY WEAPON: Ice Wall - Deals 100 damage to one target. This attack must be evaded twice to avoid damage. [Charge Bonus: Summons a "Cold Mist" NPC which has 50 HP, drops the Initial Target's Evasion to 0%, and will deal 10 damage to them at the end of every Round until destroyed.]
SECONDARY ABILITY: Iceberg Press - Deals 200 damage to one target, but takes two AP to use. May only be used once every 3 Rounds.
PASSIVE: Chilling Wind - Whenever Cold Man "Defends" the ice storm increases in intensity, dealing 25 damage to all Opposing Characters per AP spent.
Bubble Man
HP: 1500
Evasion: 10%
Initiative: +1
PRIMARY WEAPON: Bubble Lead - Corrosive Acid deals 50 damage to the target when used and causes them to take 25 damage at the end of every Round until the spend 1 AP removing the Acid. [Charge Bonus: Bubble Shield - User negates all damage from the next attack that hits them.]
SECONDARY ABILITY: Bubble Trap - Traps one target inside a giant bubble with 200 HP. While inside the Bubble Trap any attacks they perform, or any attacks that target that character, will instead strike the Bubble. Only one character may be trapped at a time and, after the Bubble is destroyed, Bubble Man must wait for 3 Rounds before using it again.
PASSIVE: Spiked Ceiling - Anyone who evades Bubble Man's attacks has a 50% chance of accidentally slamming into a very annoyingly positioned Spiked Ceiling and taking 150 damage that can not be reduced.
Drill Man
HP: 1300
Evasion: 10%
Initiative: +0
PRIMARY WEAPON: Drill Bomb - Deals 125 damage to a target at the end of the Round. [Charge Bonus: Damage can not be reduced by Defending.]
SECONDARY ABILITY: Dig - Select a target; Drill Man dives underground, increasing his Evasion to 100% until the end of the Round at which point he'll erupt from the ground to deal 100 damage to the target. May only be used once every three Rounds.
PASSIVE: Self Destruct - Deals 100 damage to all Opposing Characters upon being defeated. If this results in destroying all other Robots, then Drill Man is considered the victor in spite of his demise.
Mega Man
HP: 2000
Evasion: 10%
Initiative: +1
PRIMARY WEAPON - Mega Buster: Fires three shots, each of which deals between 10 and 60 damage. Evasion is rolled separately for each shot. [Charge Bonus: Instead fires one giant shot which automatically deals max damage and has a 20% chance of shattering a Defending character's defense]
SECONDARY ABILITY - Eddie Call: Mega Man gains a randomly selected Item. May only be used once every four Rounds.
PASSIVE - Faithful Robotic Dog: Mega Man is joined by a Rush NPC which has 1000 HP of his own and will perform one of the following actions each Round based on a 10-sided die roll.
Rush Jet (1,2): Mega Man's next Initiative Roll can not be less than 4.
Rush Coil (3): Mega Man's Evasion increases to 20% until the end of the Round.
Rush Bomber (4): Rush drops bombs across the battlefield, dealing 10 damage to all Opposing Characters.
Rush Bite (5): Latches onto the leg of the last character to Directly Damage Mega Man, dealing 5 damage at the start of each Round and reducing their accuracy by 10%. Lasts until Rush is Directly Damaged, which will knock him off.
Rush Search (6-9): Rush searches the battlefield for Items. Has a 20% chance of finding a randomly selected Item and a 20% chance of finding a Random Enemy. All other results turn up nothing of value.
Rush Vision (10): Rush opens a holographic communication channel with Dr. Light. Sadly, this has no effect on the game.
Dr. Wily (Wily Machine #1)
HP: 1500
Evasion: 5%
Initiative: -2
PRIMARY WEAPON: Variable Weapon System - At the start of each Round, the Wily Machine will randomly copy one of the 8 Robot Master's Primary Weapons. All 8 weapons must be copied once before duplicates will appear.
SECONDARY ABILITY: Emergency Repairs - May not be used until the "Second Form" Passive has active. Wily uses a hammer to bang his Machine back into shape, restoring 60 HP to the Wily Machine. This Ability may be used once per Round, however each time it is used there is a 10% chance Dr. Wily will become furious and throw his only hammer at a random Opposing Character; this deals 100 damage to the victim, but disables this Ability for the remainder of the Game.
PASSIVE: Second Form - Upon being reduced to 0 HP, Dr. Wily will pull out a hammer and begin frantically trying to repair his Machine, restoring it to full health after three Rounds have ended. Robots are forbidden to attack Dr. Wily during this period due to the pesky First Law of Robotics prohibiting it. This Passive may only activate once per Game.