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  1. MMZ Jump: Featuring Reploid From The MegaMan Zero Franchise
  2. v0.1 Jumpchain Compliant
  3. By Reploid and Odama
  4.  
  5. Backgrounds
  6.  
  7. Wanderer
  8. You drop into this universe, with no ties, no connections, no enemies, apart from Neo Arcadia troops that might mistake you for a refugee, and no new idiosyncrasies to hinder you. You’ll most likely be thought of by the locals as a wanderer, a refugee from Neo Arcadia’s iron fisted rule. Maybe they think that you were a Reploid they unfairly accused of being a Maverick, or maybe they think that you were a human someone disliked and decided to term a rebel. At any rate, what matters now is what you do.
  9. Researcher 100
  10. You're a researcher for an organisation of your choice. Though you're considered to be one of the more prominent researchers out there, there are still a great many things you could learn. Your choice to specialise in Cyberspace and Reploid technology, when coupled with your ability to see Cyber-elves (unlike most other humans) has made your services very much in demand during these past few years, giving you many opportunities. Who and what will you work for?
  11. Resistance 100
  12. Maybe you were a Reploid earmarked for elimination, or a human that simply hates Neo Arcadia. Regardless, you're now a prominent and well-regarded member of the Resistance, highly likely to take up a command appointment someday. For now though, you're content to simply do grunt work, and perhaps even more than that with your particular skillset. Your current mission is to locate a legendary hero, and bring him back alive. After all, you've always believed in the strength of a unified, highly trained force.
  13. Arcadian 200
  14. Oh, dear. You wake up in an operating theatre strapped to a table. You're the newest Combat Reploid upgraded by Neo Arcadia's most talented scientists, including a certain banished one. You were nothing special, just a regular Pantheon trooper, but your upgrades now say otherwise. You have an intimidating exterior, specifications most Reploids would kill for, and your benefactor even tells you that you have a couple of extra tricks up your sleeve. Just be careful, some of these tricks might not be to your benefit.
  15.  
  16. Location
  17.  
  18. Skills & Abilities
  19. Drop In tree here
  20. Neige build?
  21.  
  22. Opportunist
  23. Being destitute isn’t fun at all. You can either live off the land, or you can live smart. Thanks to a combination of luck, experience, and instinct, you seem to always get by. You find what you need to survive in the desert, thanks to your sharp eyes, and you tend to find pleasant jobs wherever you’re near civilisation. You won’t want for much with this perk.
  24. Recluse
  25. It just seems that much harder to find and bother you. Regardless of whether you’re great at hiding and drawing attention away from yourself, or you just seem like an uninteresting person, you don’t get attention when you don’t want it. Whenever you want to hide or lie low, you can easily do it, with a reduced risk of getting swept up into the action again. People will tend not to bother you unless they have a very good reason to, and you’ll generally stay out of trouble if for some reason you don’t want to get into it. As an added bonus, you can turn this off at will if you want to be the center of attention to divert an attack on a caravan, for example.
  26. Scavenger
  27. You have a knack for integrating junk into your systems or gear. No, I don't mean taking a trip to Mcdonalds, or whatever the equivalent here is. You have an eye for finding bits and pieces of technology that would be compatible, and are experienced in jerry-rigging them into yourself. That buster could replace the rifle in your arm, while that mechaniloid power core could likely be used to charge the capacitor for those electric blast emitters (both of which might have been salvaged too). Though these bits of tech might not work fully if there are faults somewhere, and you can’t really integrate tech too different from or incompatible with whatever you’re integrating it into, this allows for upgrades without having to build or pay for brand new tech. Do bear in mind that you only have limited space inside you or your gear. Waste not, want not.
  28. Survivor
  29. You could survive a year of fighting in the desert without needing maintenance. Your systems are efficient to a point where it starts to become ridiculous, and you're extremely tough to boot. As a result of having the right redundant systems, extremely efficient energy consumption, and a tough, environmentally-resistant body, you probably won't need to go to the shop for a very, very long time. A Pantheon’s plasma blasts will barely burn through that thick plating of yours, while surviving the elements and harsh environments becomes something you were meant to do. Hell, with a little tinkering, you might even be able to survive on solar power alone like the heroes in the legends of old. Something unheard of ever since robots gained sentience.
  30. If human, this means that you don't get sick, rarely get injured, and are blessed with a great constitution.
  31.  
  32. Cyber-Competence
  33. You have knowledge of the field of artificial life. You know a fair bit on how Cyber-elves work as well as the processes involved in creating basic elf models, such as a healer or a buffer. While you also have a bit of knowledge on Reploid creation and robotics, Cyber-elves are still your forte. If you were human, and thus couldn’t see Cyber-elves before, you can see them now.
  34. Equipment Engineer
  35. You’re the resident expert on taking weapons or gear apart and repurposing them, modifying them, improving them, or giving them other functions. You could take a basic handgun apart, replace a few parts, slot in a power cell, and end up with a relatively powerful buster in a handgun. You could fashion the broken remains of a saber into a chain, or with time, modify an existing one to have the functions of a spear, a shield, and a sword. Expect for people to come to you for weapon upgrades.
  36. Born Scientist
  37. You were genetically modified to be (or are) more than on par with a member of Neo Arcadia’s Research and Development branch. Even though that might not be what you do now, you possess an extremely high intellect, coupled with the side-effect of maturing faster. As a result, you have (or had) the capability to become a veritable child prodigy. Picking up things as complex as Reploid creation becomes child’s play to you. Quite literally. No, really, you were probably playing with IC chips as a kid when most others were playing with toy trains.
  38. Ciel's Colleague
  39. A mysteriously gifted 14 year old girl has taken an interest in you. Perhaps you had worked with her before, had showed promise in the area of science, or had simply sent her an idea. Either way, she has taken it upon herself to teach you the intricacies of modern technology, predominantly in the area of Cyber-elves, but also in Reploid creation and perhaps even a bit of weaponry, in the hope that you and her will achieve great things. Whether you two work together in person, via anonymous correspondence, or anything like that, she seeks to gain your assistance in solving the world’s energy crisis. However, once you have learnt what you need to know and you two have solved the energy crisis, she will find a mysterious, sinister metal and will disappear, never to be seen again.
  40.  
  41. Combat Analysis
  42. Your analytical and multitasking systems have been improved, mainly for combat applications. You can effectively fight while searching for weak points or shoot at targets while chasing someone and calling HQ. In essence, you think faster, and you think more. Perfect for those times where you have to focus on more than just not getting killed.
  43. Combat Augments
  44. Well, almost. You might not have a buster like the heroes of old, though you have a dash system, armour plating, and much, much greater agility, mobility and speed. You put Variants to shame, being capable of giving an elite Arcadian trooper a run for his money, but definitely not a Guardian without immense skill in battle. However, with that skill, wall-jumping over blasts and dashing under slashes all while shooting at your foe like the aforementioned heroes of old will just be a drop in the bucket for you. When coupled with a good weapon, who knows what you could do?
  45. Paragon
  46. You have the uncanny ability to appear as a figure people will look up to and aspire to become. In addition, you know how to lead and inspire respect in others, and find it easy to lead by example. Walking the talk by putting yourself in harm's way for others will be something you have no problems doing. People will do as you do, and will also do as you say, allowing you to lead from the front with ease. Yes, they will fight to the death for a cause you lead them in, even if it’s something as far-fetched and as harebrained as leading a small militia to attack the capital city of a superpower. Expect to be offered command pretty soon, and please note that becoming a leader of an organisation like the Resistance is definitely a very real possibility now.
  47. EX Skills
  48. Fight better than you should. Learn and imitate attack moves. Gain skill in combat beyond your wildest dreams. All this and more is possible here. Your fighting skills are improved greatly, allowing you to take on opponents that would otherwise greatly outclass you and come out on top. If the battle's easy enough, you can also watch your opponents, learn how they fight, collect data, and imitate some of their best moves with your own capabilities and gear. While you often can’t mimic the huge amounts of power or the huge scale some moves have, split shots, rising saber slashes, and the like can be gained from this, and only grow stronger with the addition of elemental affinities. Bear in mind that you can learn as many as you want, and are only restricted by mundane memory, muscle memory, and your own capabilities. After all, a buster can only be modified to fire no more than a few different kinds of shots. More importantly, you gain immense skill in melee weapons, perhaps even enough to give a certain long-haired legendary Reploid a run for his money.
  49.  
  50. Intimidation
  51. You are intimidating. There’s no question about it. Maybe it’s the fact that you’re built like a tank, or maybe it’s just the aura you tend to give off. Regardless, people are afraid of you, and will tend to things you ask them to do that they wouldn’t otherwise. As long as you leave them alone, you bully. Hell, even your opponents are unnerved you.
  52. Overdrive
  53. You have an overdrive function built into your systems. For a limited time, you may overclock your systems to send your combat capabilities and energy output through the roof, at the cost of burning through massive amounts of power as well as possibly damaging yourself. While nothing’s stopping you from doing that except for your instincts for self-preservation, most fighters with this function tend to activate them for very, very short periods of time to supercharge an attack of theirs, or allow them to perform said attack. Performing 7-slash combos in the blink of an eye, raining down fire on the battlefield, or even diverting said power to self-repair in an effort to heal yourself significantly are just some examples of what you can do.
  54. Punishment Form
  55. While your regular form may be rather unassuming or all bark and no bite, this lets you have a secret weapon up your sleeve. Or under your robes. Whatever floats your boat. You now have the ability to transform into an even more weaponised version of yourself, gaining a special weapon, an elemental affinity, and greatly increased combat capabilities and specifications. Said special weapon might be a missile launcher, elemental sabers, a flamethrower, or something more to your tastes, whether they be exotic or mundane. You have a specific theme behind this form, and are specialised towards a form of combat of your choice. While you might have been little more than a civilian Reploid, you can now say that there’s more than meets the eye.
  56. Armoured Phenomenon
  57. You can transform into a monstrous robotic being, changing into a huge, animalistic vehicle that just so happens to be armed to the teeth. Whether a plane, a tank, or a submarine, you receive an environment you thrive in in this form. This transformation merely requires you to charge up enough energy for a few seconds, and is nearly instantaneous. In general, your systems, especially those for weapons, movement and armour, are greatly enhanced in this state. For example, a certain Guardian has missile bays, lightning chains, as well as thrusters capable of generating miniature tornadoes in an armoured and speedy fighter plane-like body. This form plays to your strengths and specialisations, enhancing them and making you a much, much more powerful fighter, though it is a tad big (four times your size). Cleaving through platoons of Pantheons or a Resistance force is child’s play to you. Expect to make short work on your enemies, but beware to not grow too dependent on brute force.
  58.  
  59. Items
  60. E-Crystals (Money)
  61. Mega Man Zero Collection
  62. Emp grenades(Discount resistance fighter?) Cache of small arms
  63.  
  64. Buster Shot Gun 100CP, discount Resistance
  65. This buster can fire about three bolts of plasma before having to cool off for a split-second. Though it doesn’t possess a charge function like some of the newer weapons, it makes up for it by having the ability to fire regular pistol rounds when the power cell or in it is swapped for a magazine of pistol rounds. Rumour has it that you could use a chargeable beam saber as a power cell to give it a charge function…
  66. Armour Plating 100CP
  67. This suit of armour or armour plating was built for humans or non-combatant Reploids to fulfill combat roles without being squashed like a bug under a Pantheon Warrior’s fist. While this grants a sizeable boost in durability, allowing you to tank a barrage or two of plasma bolts from a squad of Pantheons, this set of armour doesn’t hamper your movement at all, and with a few upgrades, might even boost it.
  68. Sub Tank 200CP
  69.  
  70. Zero Knuckle 200CP
  71. This chip was meant to be embedded into a gauntlet. It features ridiculously powerful magnets, as well as an energy emitter for when you need to disable technology with an electromagnetic pulse, power a weapon you may or may not have ripped off for a short period of time, or simply add more oomph into your punches. Ripping bits and pieces off Reploids is much easier now, and the resulting energy burst on contact will likely fry said Reploid’s systems in the process.
  72. Elemental Chip Set 300CP
  73. These elemental chips, when installed into you or a suit of armour you’re wearing, grant the weapons you hold a modicum of elemental affinity. While these chips do take some time to modify the weapon’s attack, and as such require you to charge the weapon, go into overdrive, or use a special technique like an EX Skill to make the attack elemental, the results are well worth it. A charged buster shot turns into a raging fireball, a bolt of electricity, or a shard of ice, while a saber slash becomes wreathed in fire, ice or electricity. Comes with three chips, one for fire, one for ice, and one for electricity. Only one can be installed at a time though.
  74. Twin Sonic Blades
  75. Sodom and Gomorrah
  76. Leviathan's spear
  77. Phantom's Dark Cross
  78. Transerver 400CP, discount Researcher
  79. You receive a set of blueprints for the construction of a Transerver. Transervers have top-notch medbays and repair bays installed into them, can back up data, and can even teleport you to other Transervers within the same teleportation network. Do bear in mind that said teleportation is limited to continent-wide teleportation, and that a person can only teleport safely between about a dozen Transervers due to calibration issues. Whatever you do, don’t overload the Transervers (or the network) or try to teleport to a Transerver you can’t safely use. While fixing one is a pain, coming out in bits and pieces is an even bigger one.
  80. Croire 400CP, discount Resistance
  81.  
  82. Tenth Shining Weapon 400CP, discount Arcadian
  83. The Ten Shining Weapons are weapons that were made for top-class Maverick Hunters during the Maverick Wars. Some have stayed with their original owners, while others have changed hands over the years, eventually ending up in the hands of Neo Arcadia’s finest. You’re in possession of the tenth. This weapon of your choice is very powerful, being a match for the Four Guardians’ Shining Weapons, despite not being on the level of the X-Buster or Z-Saber. You can choose the weapon type as well as the gimmick it has, like having a shuriken that can break into four kunai and that you can stand on to fly. If you had previously fought in the Maverick Wars, you can make this one of your old Hunter weapons, upgraded and handed down over the years.
  84. Z-Saber 600CP
  85. Though this only comes in a Zero variant, this particular version comes with the ability to take on other forms to perform other functions, is compatible with Elemental Chips, and can be charged. This weapon can be mounted on your wrist, spinning around to form a bladed shield. It also has an extendable hilt, forming a makeshift spear. In addition, it incorporates Mega Buster Mk17 technology to allow its user to charge the weapon for a more powerful slash. In all, this is a very powerful weapon, capable of cleaving through 300mm of reinforced steel in a single stroke with ease. It's the best you can get.
  86. Resistance Trailer
  87.  
  88.  
  89.  
  90. Offers
  91. Companion Immigration
  92. Combat Reploids or heavily augmented humans, the lot of them.
  93. My Little Friends 100CP
  94. You have the option on whether to make your companions your colleagues or reusable cyber elves
  95. Brothers in Arms 400CP
  96. Your companions now form your squad in the resistance. They have been outfitted for combat, with upgrades and augmentations.
  97. Omega 300CP
  98. Pick one companion. This companion gets the same upgrade bundle you went through, sans any Armed Phenomenon form you may have.
  99.  
  100. Drawbacks
  101. X is Copy X
  102.  
  103. Racist +100
  104. Knockback +100
  105. Energy Leak +100
  106. God Complex +200
  107. Mercy Invulnerability +200
  108. Pause Button +200
  109. Amnesia +300
  110. Copy +300
  111. Boss Rush +300
  112.  
  113. Notes
  114. You may very well find Ciel again, but not until you complete ZX.
  115. This is your last chance to get a Z-Saber. The MMX version can be modified to gain the same functions though.
  116.  
  117. Special thanks to Red for helping with the perks and giving us so many great ideas
  118.  
  119. White background, grey trim, red boxes
  120. White background, red trim, grey boxes
  121. Grey background, white trim, red boxes
  122. Grey background, gold trim, red boxes
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