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Megaman Classic WIP 3

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  1. Mega Man Classic CYOA (Jumpchain-Compliant!)
  2. By: WakfuAnon, teratophiliaOP, and Reploid
  3.  
  4. It is the year 20XX. Dr. Thomas Light has just revealed the first of a new generation of machines, a new age of robotics – the Robot Masters! This new standard of engineering has produced the first truly self-aware, emoting robots, capable of guiding other robots on dangerous tasks with human skill and ingenuity. Of these models, six have just been revealed to the public – Cut Man, Guts Man, Ice Man, Fire Man, Elec Man, and Bomb Man! Little does Dr. Light know that soon, his colleague, Dr. Albert Wily, will soon steal these masterpieces and reprogram them to serve his jealous scheme: to take over the world and force it to recognize him as the greatest genius of the modern age! Specifically, it'll happen tonight. Don't worry – Dr. Light's robotic son, Rock, will volunteer to become a combat robot to save the world – and henceforth, he shall be known as Mega Man! To aid you in your ten-year stay here, you will need...
  5.  
  6. +1000 CP
  7.  
  8. With that in mind... stage select!
  9.  
  10. Section 1: Setting
  11. Roll 1d8 to find out which version of the story you're in, or pay 50 CP to choose! You can also simply appear in the canon established by the actual games for free.
  12.  
  13. 1-2: Megaman Megamix – This version is arguably the most varied in tone, considering that between Mega Man's battles, most of which are more furious and costly than you might remember, he can play simple games of football with his old foes, and some of them work at an amusement park in their spare time.
  14.  
  15. 3-4: Archie Comics – A more expanded retelling of the plots of these classic games, this version may perhaps be the most in-depth in terms of examining the world.
  16.  
  17. 5-6: Upon A Star – In this interpretation, the games themselves exist as a separate “Game World” in which you start – however, you, and any friends or foes you make can pass back and forth into the “Real World,” which mostly resembles modern-day Japan.
  18.  
  19. 7-8: Free Pick – You may choose any of the above interpretations of the classic Mega Man saga for free, or any other existing interpretation save for Ruby-Spears and The Protomen.
  20.  
  21. Section 2: Identity
  22. You can pay 50 CP to choose your gender and age for yourself, or roll the age/apparent age roll of your Identity and keep your current gender.
  23.  
  24. Drop-In [Free] – You enter this world with no new memories to help you, but no new idiosyncracies to hinder you. You can choose to remain human (in which robotic tools function as either equipment or implants), or to be a Variant Number – one of the Robot Master-tier robots made by various scientists throughout the world, including Dr. Mikhail Cossack and Dr. Lalinde. Your age or apparent age is 1d8+15.
  25.  
  26. Doctor [100 CP] – A renowned roboticist on par with Dr. Cossack or even Dr. Light, you have studied well the foundations of engineering and machine intelligence. Also, you have an actual doctorate from an accredited university. Your age is 1d8+30.
  27.  
  28. Light Number [100 CP] – One of the creations of Dr. Thomas Light, you are kin to Rock, Roll, and Blues, and share many of their capabilities – greater-than-human strength and durability, among other robotic functions. Your apparent age is 1d8+8.
  29.  
  30. Wily Number [100 CP] – One of the creations of Dr. Albert Wily, you are kin to Crash Man, Snake Man, Charge Man, and other such Robot Masters. Unlike Light's creations, you are specifically designed as a weapon against Mega Man, and as such, are gifted with more raw might. Your apparent age is 1d8+15.
  31.  
  32.  
  33. Section 3: Skills and Abilities
  34.  
  35. Discounted skills are 50% off for the specified Background.
  36.  
  37. OST [Rated Free: For Everyone] – You now have an 8-bit or 16-bit theme song that plays whenever you are challenged to combat. This song is well-composed and reflects your battling style.
  38.  
  39. For Humanity's Sake [100 CP, free Drop-In] – You've got a dangerous or important job to do, and boy are you good at it! Whether it be construction, archaeology, polar exploration, or even cooking, you've got about five years' worth of knowledge/experience with it.
  40.  
  41. Basic Robotics [100 CP, free Doctor] – With your understanding of robotics, you can easily produce minor worker robots. These do not yet have sapience, but maybe with time...
  42.  
  43. Just An Ordinary Robotic 10-Year-Old [100 CP, free Light Number] – You can, at any time, enter a “civilian mode” in which none of your abilities, even those with physical effects on you, are obvious or visible.
  44.  
  45. Pun Power [100 CP, free Wily Number] – When using any of your abilities, they become about 1.2 times as strong, should you have a lame pun about them on hand.
  46.  
  47. Self-Repair Systems [200 CP, discount Drop-In] – Your body has a noted ability to slowly repair itself from damage – if human, this presents itself as an increased healing rate.
  48.  
  49. IC Chip Enhancement [200 CP, discount Doctor] – You know how to create stronger IC chips, less fragile and less susceptible to reprogramming. Any sapient machines you make will retain their own personalities, even through virus attacks, and so long as the chip remains intact, they can outlive their bodies.
  50.  
  51. Solar Powered [200 CP, discount Light Number] – Your body is constructed in such a way as to convert sunlight striking you directly into energy – recharging is as simple as standing outside. If you are a human, this appears as an implant allowing a sort of pseudo-photosynthesis.
  52.  
  53. Combat Optimization [200 CP, discount Wily Number] – Whereas you were already designed for combat, you are now specifically constructed for agile combat in a given environment – whether urban, desert, subterranean, volcanic, submerged, polar, or aerial. This comes with an alternate mode of locomotion, whether that be flight, submersible propulsion, burrowing, or leaping in rapid sucession. If you are human, this appears as a biometrically coded suit with much the same capabilities.
  54.  
  55. Fieldwork Optimization [400 CP, discount Drop-In] – Your chassis (or body) is hardy, protecting you well from the caprices of nature. Furthermore, your internal systems are redundant so as to make you more survivable (alternatively, you have back-up implants for vital organs, if human).
  56.  
  57. Weaponization [400 CP, discount Doctor] – Your understanding of machines is such that, given a lumber-cutting robot, you could easily rebuild and reprogram it into a trained fighter. In general, you're capable of making machines more powerful while retooling them to suit your purposes.
  58.  
  59. For Everlasting Peace [400 CP, discount Light Number] – Your willpower is greatly increased, to the point of being able to shrug off most forms of domination or corruption at a glance. What is more, your stamina increases so that you may fight on for hours at a time to protect peace and justice!
  60.  
  61. Elemental Affinity [400 CP, discount Wily Number] – Whether fire, ice, electricity, water, earth, wind, or another such element, there is an element you have an affinity for and a near-immunity to. However, you also have a severe weakness to its opposite, or one that can adversely affect it – wind can blow out a Fire robot, Earth could smother it, and Water, of course, could douse it.
  62.  
  63. Modular Construction [600 CP, discount Drop-In] – You were designed to perform the work of a whole team of robots in your field – thus, a construction robot might have pile-drivers, a crane, a cement mixer, and a bulldozer shovel. However, thanks to the recent wars, your creators wanted you to be prepared for battle. Such a crane might make a nice sniper rifle, and those pile-drivers would be nasty fists.
  64.  
  65. Robot Master Construction [600 CP, discount Doctor] – Exactly what it says – you understand the techniques to create the advanced body of a Robot Master, as well as the programming to create a fully self-aware artificial intelligence and personality for it. Said Robot Master could easily be as powerful as a certain machine by the name of Forte...
  66.  
  67. Weapon Copy System [600 CP, discount Light Number] – This tool/weapon analysis system is able to replicate any implement or armament it can get data on. While such copies are, unfortunately, weaker and possessed of less ammunition, and slightly unlikely to be the most powerful of a multi-armed machine's weapons, the sheer versatility of this system is not to be underestimated in the slightest.
  68.  
  69. Unique Architecture [600 CP, discount Wily Number] – Your construction, representative as it is of Dr. Wily's work as a whole, is not only unique to you, but a culmanation of all his best designs, and far ahead of its time. In an emergency, you will even release a virus that can bring the attacking robot under your control. Moreover, you have a power system one hundred years more advanced than any other on the planet, allowing your nearly triple agility, speed, and strength. Adding your lack of severe elemental weaknesses, it's almost as if you're a prototype of a certain long-haired red robot...
  70.  
  71. Companion Imports
  72. They're With Me [100 CP, Drop-In only] – You can import a Companion as either a Drop-In or a Doctor, granting them that Background's free perk and one free Item costing 200 CP or less. This can be purchased multiple times.
  73.  
  74. Dr. Anon Numbers 001-008 [400 CP, Doctor only] – You can import eight Companions as Robot Masters created by you – they receive a theme, name, and either an elemental affinity or a weapon specialization, and gain OST for free. However, they also each have a severe weakness to the Special Weapon of one of the other Companions in this set, based on how their themes interact. For example, a speedy Companion would be weak to a weapon that would realistically slow or weight them down.
  75.  
  76. Sisters and Brothers [150 CP for special option, 100 CP for normal options, Light Number only] – You may import one Companion as a Robot Master with combat specifications nearly equal to your own, but a different style of combat – likely a buster-and-shield combo. They also get a cool scarf and pair of sunglasses. However, they will act as a rival to you during your time here. Further purchases will import Companions as Light Numbers, but otherwise with the same benefits as They're With Me.
  77.  
  78. Release Model [200 CP, Wily Number only] – You may import a Companion as a Robot Master with combat specifications about 1.2 times as strong as yours. They also gain anything given freely to the Wily Number background.
  79. Section 4: Items and Gear
  80. Discounted items are 50% off for the specified background.
  81.  
  82. E-Tank [50 CP, 1 free Drop-In] – This E-Tank allows you to heal from damage and refills every week.
  83.  
  84. Rig-Up Arm [50 CP] – This isn't so much a weapon as it is a bunch of souped-up small household appliances linked in a swiss-army-knife like gauntlet. Contains a toaster (and 50 slices of bread), cake mixer, pizza cutter, and can opener.
  85.  
  86. Plasma Buster [100 CP, free Light Number] – This arm-mounted cannon shoots bolts of plasma capable of dealing precision strikes to robots, allowing the user to disable them without damaging the IC chip.
  87.  
  88. Special Weapon [100 CP, free Wily Number] – This weapon, taking on an elemental or thematic affinity with its user, is specifically created to destroy, whether the target is human or robot. It is likely either a projectile or a thrown weapon.
  89.  
  90. Coated Shield [100 CP, free Doctor] – This shield, held in one hand, is light, but capable of reflecting plasma shots and some more potent weapons. Standing still and bracing for impact is probably a good idea.
  91.  
  92. Metool [200 CP, discount Drop-In] – This loyal Metool is capable of protecting itself from nearly any attack just by hiding in its helmet, as well as firing weak plasma blasts. Not much beyond that, but it is cute. Not fully self-aware, mind you.
  93.  
  94. Robo-Pet [200 CP, discount Light Number] – You have a small robotic animal to assist you in your adventures, able to transform into a jetpack, springboard, hoverboard, or small submarine. It isn't fully self-aware, though.
  95.  
  96. Sniper Joe [200 CP, discount Wily Number] – This Sniper Joe unit, though not too bright, has a shield and plasma buster it uses in combat and is programmed to be loyal to you. It can't exactly do much beyond its programming, though.
  97.  
  98. Laboratory Assistant [200 CP, discount Doctor] – This robot, modeled after a child, is fully self-aware and exceptionally skilled at such household tasks as cooking, cleaning, and separating trash from recycling, but probably has no idea how most of the stuff you're doing works. Even so, it's a good sounding-board and gets rid of most of the menial tasks for you.
  99.  
  100. Hover Capsule [400 CP, discount Doctor] – This floating capsule is slow, but relatively protective – it'd take a lot of plasma fire or special weapons to take this thing down, and you've got quite a bit of firepower in this thing.
  101.  
  102. Battle Chaser [400 CP, discount Drop-In] – This racecar is swift, highly durable, and is strangely receptive to having weapons installed...
  103.  
  104. Auxilliary Gear [400 CP, discount Light Number] – A set of deployable gear that increases mobility, including the Magnet Beam, which can be used to affect magnetic fields and walk/run in the air, the Item #1, a set of up to three deployable floating platforms at a time which slowly rise into the air, The Item #2, a hover sled that flies at high speed, the Item #3, a wall-scaling platform, the Wire, which allows pulleying up to a ceiling, and the Super Arrow, which can be fired at a wall to make a platform and ridden upon to cover short distances.
  105. Prototype Beam Saber [400 CP, discount Wily Number] – A powerful energy blade capable of making short work of most robots, this weapon is light, swift, and always feels right in the hand of its wielder. It also shares some data with its wielder concerning techniques they can use, and can deflect plasma shots if wielded properly.
  106.  
  107. Section 5: Drawbacks and Future
  108. You may earn up to +600 total CP from your Drawbacks, unless stated otherwise in said Drawback. Any further complications are merely for flavor.
  109.  
  110. Bad Box Art [+0 CP] - You don't quite look yourself - more of a generic cariacatre, really, drawn by someone who just heard of you yesterday and doesn't know much about you at all.
  111.  
  112. SUPER FIGHTING ROBOT [+100 CP] - Welcome, traveller, to the world of the Ruby-Spears Mega Man cartoon. Oh boy is this thing hammy and silly as all get out. Vampire robots that can hypnotize humans into becoming more vampire robots? Plans to remove the moon from orbit? Lion men!? For an extra +100 CP, this world's versions of X and Vile have traveled back in time to deal with you in their own ways. This world's X would rather capture and interrogate you... in the future, and any time spent there doesn't count towards your ten-year limit. Vile, on the other hand, just wants you dead.
  113.  
  114. Cutting Up [+100 CP] – You're always making bad puns about your powers or profession... when you don't need to be. Can't come up with one in battle, though, oddly enough.
  115.  
  116. No Hands [+100 CP] – You're a well-built robot, really you are, but you were designed... well, without hands. You constantly lament your lack of hands, to the point where having it made fun of can send you into a blind rage. If human, you lost your hands in an accident a while ago, and the prostheses just aren't the same...
  117.  
  118. Unstable Prototype [+200 CP] – As it turns out, you're starting a bit earlier – being built (or entering the field of robotics) a year before Blues! Unfortunately, you're stuck here until ten years after MM1, and you're slightly... unhinged.
  119.  
  120. Lamentations of a War Machine [+200 CP] - No matter how much you had to do it, you feel bad, trashing that rampaging construction bot. No matter how many call you a hero, there will always be that seed of doubt, that moment when you look into the mirror and see a monster.
  121.  
  122. Rigidly Three Laws Compliant [+200 CP] – You may not harm a human, nor through inaction allow a human to come to harm. You must obey the orders given to you by a human, unless said orders would cause you to harm a human or allow one to come to harm through inaction. In addition, you must protect yourself from harm unless it would violate either of these previous precautions. This applies to all robots, but the Zeroth law – which allows you to protect humanity at the expense of an errant individual – is lost to you. In humans, on the other hand, this manifests as absolute pacifism and a lack of willpower.
  123.  
  124. Copy Robot [+300 CP] – While this robot doesn't have the same powers as you, or even the same combat specs, its resemblance to you is uncanny – and it does have all of your memories. It genuinely believes itself to be you, but the chip inside its neck has corrupted it and turned it against humanity. Perhaps with time and a chance at peace between you, you could talk it into finding its own path in life, but this is horridly unlikely, and remember how much something that thinks it's you would dislike impostors...
  125.  
  126. Faulty Power Core [+300 CP] - Your power generation faculties are horribly unstable - in fact, if unchecked, you'll be rendered non-functional in about five years, and your power reserves are also small - small enough that serious combat exertion would render you inert. If human, however, this translates to a poor metabolism, generally high fatigue and a terminal disease.
  127.  
  128. Reprogrammed [+300 CP, incompatible with Wily Number] – At some point during your travels here, up to five years in, you will be captured and reprogrammed by Dr. Wily, thusly being made unable to hold back against anyone who might get in his way... including any friends you brought with you. If you are human, on the other hand, this manifests as him capturing someone dear to you so as to force you to facilitate his schemes.
  129.  
  130. The Sons of Fate [+600 CP] - Welcome, traveller, to the world of The Protomen. This is not the Mega Man story as you remember it. This is a world without light, without freedom, without a future. Hope rides alone, and there are no heroes left in man. You, however, must change that. Before you may depart, you must inspire mankind to stand for itself against Dr. Wily. The way will not be easy, however - most with the skills to fight were slain in the intial purge, and this Wily is far more ruthless and far more perceptive than the one you know. His Robot Masters are similarly more perilous, and the greatest hope for man has turned against it out of spite for their fear. Even now, however, there is hope for man – that hope is you. Good thing you get a cool rock opera soundtrack.
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