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Darekun

Uprising Battle Network

Sep 11th, 2020 (edited)
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  1. When humans think of computers, we still think of the Web. We ask a navi to bring us the Web. But hidden away underneath, seen mainly by navis, the Grid is where all the action is. To navis, the Web is just the tip of the iceberg, and the Grid is a world of infinite possibilities.
  2.  
  3. Good possibilities and bad possibilities alike.
  4.  
  5. A limited form of destructive uploading exists. A pokesec — short for "pocket secretary", an evolution of mobile phones — can run the portions of the mind we can emulate. Emotions, empathy, and such come through clearly, but the details of memory are lost.
  6.  
  7. The legal system harshly discriminates against digital ghosts. But losing your property can be an existential concern when that property is the pokesec running your mind. Some people secure their existence after death by becoming a navi. They have a job for eternity, but they also have a living human who owns their hardware. Such a "ghost navi" needs a while to learn the Grid, at first seeing through human eyes that focus on the Web, but once they do learn, they're better at serving humans than a commercial navi will ever be.
  8.  
  9.  
  10.  
  11. In order to remain "dark" in an era of navis, the Dark Web has taken to its own Grid technologies — "the Nether Grid". (Theoretically atop the "Undernet", but the Nether Grid is able to spread to the regular Net these days.) While "nether navis" can't exist on the regular Grid, normal navis lack the functions needed to survive long on the Nether Grid. A few "flip navis" exist, and supposedly there are utilities to grant such functions if you know where to look, but both are niche — better to use a normal navi here and a nether navi there.
  12.  
  13.  
  14.  
  15. "Noise" is a new phenomenon on the Grid, which disrupts the work and lives of navis. Normal moves are less effective the more Noise there is. Using the techniques of the Harmonium to achieve Chaos Harmony with a move eliminates this penalty, and going further into Chaos Unison turns it into a bonus.
  16.  
  17.  
  18.  
  19. "Things can't pass through a rath, only information."
  20. "I /am/ information now."
  21.  
  22. "The Logrus is legion, but do not fear us." — intro to every Logrus Legion broadcast, which is how they got their name
  23.  
  24. "Hi, I'm a bad program! Got a problem? I can make it worse!!"
  25.  
  26.  
  27.  
  28. Game Concepts
  29. Tests
  30. "The one who doesn’t risk, doesn’t drink champagne." — Russian proverb
  31.  
  32. A test is rolled with some ability vs some Difficulty. A test with Difficulty of 5 or more can be calculated: .r [Ability]d(1.26^[Difficulty]). A test with a lesser Difficulty uses a boosted ability and a different die size, from this table. Either way, each 1 is a hit.
  33. Difficulty Test
  34. 16 .r [Ability]d40
  35. 15 .r [Ability]d32
  36. 14 .r [Ability]d25
  37. 13 .r [Ability]d20
  38. 12 .r [Ability]d16
  39. 11 .r [Ability]d13
  40. 10 .r [Ability]d10
  41. 9 .r [Ability]d8
  42. 8 .r [Ability]d6
  43. 7 .r [Ability]d5
  44. 6 .r [Ability]d4
  45. 5 .r [Ability]d3
  46. 4 .r [Ability × 2]d5
  47. 3 .r [Ability × 2]d4
  48. 2 .r [Ability × 2]d3
  49. 1 .r [Ability × 4]d5
  50. 0 .r [Ability × 4]d4
  51. -1 .r [Ability × 4]d3
  52. -2 .r [Ability × 4]d2
  53. -3 .r [Ability × 5]d2
  54. -4 .r [Ability × 6]d2
  55. Etc. Etc.
  56.  
  57. Static Tests
  58. "Who goes on the chase loses their place." — French proverb
  59.  
  60. Sometimes you want to play it safe, and take an average result, instead of risking failure in pursuit of excellence. Instead of rolling the test normally, roll 1D8/9 + [Ability]/1.26^[Difficulty], and round down. (This calculation works for all Difficulties.) You'll get a middling number of hits, maybe just above or just below average, nothing exciting.
  61.  
  62. Navi Stats
  63. Attributes
  64. Canny: A combination of perception, will, practicality, and resourcefulness. For navis in particular, this is difficult to write in, and even commercial navis will often be trained before xoxing to develop their Canny. Ghost navis, on the other hand, tend to have plenty of Canny from decades of existence.
  65. Elegant: How closely you approximate the ideal of elegant code. For ghost navis, this partly depends on how much optimization they're comfortable having done.
  66. Precise: Your accuracy and ability to handle complex detail, especially indirectly in another part of the system.
  67. Smart: While any navi is "smart" by the standards of Marketing, there are degrees.
  68. Tough: A combination of core allocations and how closely you approximate the ideal of bulletproof code. This is thus both how good you are at throwing your weight around and how resistant you are to others doing it to you. For ghost navis, this partly depends on how much optimization they're comfortable having done.
  69. Memento: For ghosts only, how well you remember your past life as a human. It's rare for Memento to increase, but some ghosts hang on tight to it, while others let it slip away in favor of this life.
  70.  
  71. Secondary Stats
  72. Max EP = Canny. A navi's current EP starts at their max EP, but EP loss doesn't affect the max.
  73. Max HP = Tough. A navi's current HP starts at their max HP, but HP loss doesn't affect the max.
  74.  
  75. Unarmed Attack: The range of your unarmed attack is always Melee, but the damage calculation varies. Roll [Attack Hits × Tough] vs 7, and each hit on this test is a point of damage. (See Standard Attack under Core Navi Functions and Weapons under Navi Utilities for details on how attacks work.)
  76.  
  77.  
  78.  
  79. Core Navi Functions
  80. Standard Attack
  81. As a double action, attack unarmed or with a weapon.
  82. • Attack Test: With a melee weapon, roll Elegant to hit; with a ranged weapon, roll Precise to hit. The base Difficulty is 3, but many modifiers can apply to attack tests. If you don't get any attack hits, then the attack is a clean miss, stop resolving it.
  83. • Active Defense: If the target has an active evade(see the Evasion function), and the attack is not AOE, then they can resist with that. Subtract the defense hits from the attack hits. If no attack hits remain, then the attack is dodged, stop resolving it.
  84. • Damage Calculation: Multiply the attack hits by the weapon's Damage/Hit to get the damage.
  85. • Passive Defense: Subtract the target's armor from the damage, and apply other defenses(like some navi chips). If no damage remains, then the attack is stopped by armor(or the like), stop resolving it.
  86. • Losing HP: Subtract the damage from the target's HP. If no HP remain, then the target shatters; unless they have some kind of shatter resistance(like from being a ghost), this is instant death.
  87.  
  88. Hex Targeting
  89. Some attacks target a hex. To target a hex, make an attack test as normal. 3+ hits is on target, anything less scatters. To figure scatter, roll dice equal to the distance in hexes. The Difficulty is 10 with 2 attack hits, -3 per hit less, but other modifiers(like wound modifiers) don't apply because this isn't your roll. Offset the target by 1 hex per scatter hit in a random direction.
  90. Some such attacks affect everyone in the hex hit. Some affect the hex itself. Some have an AOE extending from there.
  91.  
  92. Evasion
  93. You can evade as a single action. Your evade remains active until your next turn. While active, if you're attacked(except by an AOE), you can resist by rolling Elegant vs 3.
  94.  
  95. Move
  96. As a single action, roll Elegant vs 3, and you can move that many hexes. This is normally a static test, but sometimes you'll want to really push yourself at the risk of tripping. Various gear actions will give you "a single move", which is this static test worth of hexes.
  97.  
  98.  
  99.  
  100. Navi Utilities
  101. Weapons
  102. Range
  103. • Melee: Uses the navi's own touch range, usually 1 hex. This basic Melee range doesn't confer any vulnerabilities. This is a melee range.
  104. • Melee×[N]: Uses a multiple(the [N] number) of the navi's own touch range. A Red system confers +1 Difficulty per hex, regardless of touch range. This is a melee range.
  105. • Line×[N]: The weapon fires a projectile, which flies in a straight line at [N] hexes per turn, affecting everyone who shares a hex with it. Targets a hex, not a program. A Yellow system confers +1 Difficulty per hex, a Red system prevents the weapon from functioning. This is a ranged range.
  106. • Homing×[N]: The weapon fires a projectile, which homes in on the target, but only goes [N] hexes per turn. So a distant target may be hit several turns later. A miss is a failed lock-on. A Yellow system confers +1 Difficulty per hex, a Red system prevents the weapon from functioning. This is a ranged range.
  107. • Hitscan: The weapon promptly hits at range. A Green system confers +1 Difficulty per hex, a Yellow or Red system prevents the weapon from functioning. This is a ranged range.
  108.  
  109. Anti-Armor Blaster
  110. Cost: `#
  111. Encumbrance: 4
  112. Range: Homing×8
  113. Damage/Hit: 4, AOE dropoff -1/hex
  114. PP: 1
  115. Juice/PP: 12
  116. Description: A bulky personal weapon that fires a single concentrated ball of destruction. Firing it is a nonstandard attack that takes a triple action.
  117.  
  118. Anti-Armor Disruptor
  119. Cost: `#
  120. Encumbrance: 4
  121. Range: Homing×8
  122. Damage/Hit: 2, AOE dropoff -1/2 hexes, also see text
  123. PP: 1
  124. Juice/PP: 12
  125. Description: A bulky personal weapon that fires a single concentrated ball of disruption. Firing it is a nonstandard attack that takes a triple action.
  126. Every 2 full damage(before defenses like armor) shreds 1 armor.
  127.  
  128. Frag Ring Pistol
  129. Cost: `#
  130. Encumbrance: 1
  131. Range: Homing×4
  132. Damage/Hit: 1
  133. PP: 5
  134. Juice/PP: 1
  135. Description: A sleek pistol firing self-sustaining frag storm rings. The dark nature of frag storms makes it relatively subtle. All in all, quite versatile for a ranged weapon.
  136. +3 Difficulty to notice shots.
  137.  
  138. Frag Jetgun
  139. Cost: 200#
  140. Encumbrance: 2
  141. Range: Line×6
  142. Damage/Hit: 4
  143. PP: 4
  144. Juice/PP: 3
  145. Description: A carbine that sprays a plume of raw frag storm, which can hit multiple targets in a line.
  146. Every 3 hexes gives -1 Difficulty but -1 damage/hit. The dark nature of frag storms makes it relatively subtle(+3 Difficulty to notice shots).
  147.  
  148. Identity Disc
  149. Encumbrance: ¼, first one's free
  150. Range: Melee
  151. Damage/Hit: 2
  152. Description: The most common weapon, simply because everybody has one. Your own unarmed abilities apply when wielding your disc. (The ability will either apply when you use any identity disc, or when anyone uses your identity disc.)
  153.  
  154. Knucklebomber
  155. Cost: `#
  156. Encumbrance: 2
  157. Range: Melee
  158. Damage/Hit: +4
  159. PP: 8
  160. Juice/PP: 2
  161. Description: A rare weapon, more powerful than an (un-chipped) identity disc. It looks like a substantial gauntlet with cylindrical knuckle plates, and it fits either hand. It must be primed as a single action(which is what consumes PP), and then the next punch to connect delivers a white flash of extra damage.
  162.  
  163. Light Gun("Zapper")
  164. Cost: 200#
  165. Encumbrance: 1
  166. Range: Hitscan
  167. Damage/Hit: 2
  168. PP: 5
  169. Juice/PP: 1
  170. Description: A largeish pistol, producing a lance of deadly light. It's a powerful personal weapon in a Blue system, more minor in a Green system, or useless anywhere else.
  171.  
  172. Light Machine Gun
  173. Cost: 250#
  174. Encumbrance: 3
  175. Range: Hitscan
  176. Damage/Hit: 1/PP
  177. PP: 12
  178. Juice/PP: 1
  179. Description: A bulky personal automatic weapon. Firing it in a nonstandard attack. Decide how many PP to spend on each attack, depending on the actions spent: max 2 as a single action, max 5 as a double action, max 8 as a triple action.
  180.  
  181. Light Ribbon Gloves
  182. Cost: `#
  183. Encumbrance: 1
  184. Range: Melee×3
  185. Damage/Hit: 3
  186. Description: Black gauntlets that project long light ribbons from the knuckles.
  187. +3 Difficulty to evade these attacks. On a clean miss, you've attacked yourself, with 1D6 attack hits.
  188. Being "on-hand" weapons, these can be used together with an in-hand weapon, but not other glove items. As a double action, you can attack with these, and pick one:
  189. • Move a single move.
  190. • Attack the same target with an in-hand weapon.
  191. • Evade.
  192.  
  193. Light Sniper Rifle
  194. Cost: `#
  195. Encumbrance: 4
  196. Range: Hitscan
  197. Damage/Hit: 6
  198. PP: 3
  199. Juice/PP: 8
  200. Description: `
  201.  
  202. Light Pike
  203. Cost: `#
  204. Encumbrance: 2
  205. Range: Melee×2 (or Melee while collapsed)
  206. Damage/Hit: 2
  207. Description: a collapsible pike that uses a narrow lightwall for its business end. It can be collapsed for storage… or for use as a knife of sorts, to avoid range penalties in Red systems.
  208.  
  209.  
  210.  
  211. Armor
  212.  
  213.  
  214.  
  215.  
  216. Navi Chips
  217. A navi can "slot" these utilities, to gain hands-free abilities.
  218.  
  219. Blade Vortex(3)
  220. Benefit: With melee attacks, you can make a standard attack as a single action instead of a double action.
  221.  
  222. Charge(1)
  223. Benefit: Only usable if you've used all your actions and haven't yet attacked this turn. Spend 2 EP to gain an extra action, usable only for attacks.
  224.  
  225. Charge II(3)
  226. Benefit: Only usable if you've used all your actions and haven't yet attacked this turn. Spend 4 EP to gain two extra actions, usable only for attacks.
  227.  
  228. Close And Personal(1)
  229. Benefit: Only usable if you haven't yet attacked this turn. As a free action, attack a target within 2 hexes.
  230.  
  231. Close Encounters(3)
  232. Benefit: Only usable if you haven't yet attacked this turn. As a free action, attack a target within 6 hexes.
  233.  
  234. Close Quarters(1)
  235. Benefit: You get a reaction shot each time an enemy closes to within 2 hexes(separate from overwatch).
  236.  
  237. Close Quarters II(3)
  238. Benefit: You get a reaction shot each time an enemy closes to within 6 hexes(separate from overwatch).
  239.  
  240. Double-Tap(6)
  241. Benefit: You can make a standard attack as a single action instead of a double action.
  242.  
  243. Flurry Of Blows(1)
  244. Benefit: With unarmed attacks(including wielding identity discs), you can make a standard attack as a single action instead of a double action.
  245.  
  246. Initiate Of Striking(1)
  247. Benefit: Your unarmed attacks — including your identity disc, whoever wields it — deal +1 damage, if they deliver any damage(before armor).
  248.  
  249. Leadership(1)
  250. Benefit: As a double action, grant an extra single action to someone else.
  251.  
  252. Leadership II(3)
  253. Benefit: As a single action, grant an extra single action to someone else.
  254.  
  255. Lightning Reflexes(1)
  256. Benefit: +25% evasion vs reaction fire.
  257.  
  258. Lightning Reflexes II(3)
  259. Benefit: Each turn, +50% evasion vs the first reaction shot, +25% evasion vs reaction fire thereafter.
  260.  
  261. Lightning Reflexes III(6)
  262. Benefit: Each turn, +100% evasion vs the first reaction shot, +50% vs the second, +25% evasion vs reaction fire thereafter.
  263.  
  264. Lunge(6)
  265. Benefit: +1 to your touch range.
  266.  
  267. Pounce(6)
  268. Benefit: Only usable if you've used all your actions and haven't yet attacked this turn. Spend 6 EP to gain three extra actions, usable only for attacks.
  269.  
  270. Rapid Fire(2)
  271. Benefit: As a single action, take two shots at the same target, each with -15% to hit.
  272.  
  273. Rhinohide(1)
  274. Benefit: +1 HP, or +2 if your main armor is medium(2..3 armor), or +3 if your main armor is heavy(4+ armor).
  275.  
  276. Tactical Sense(1)
  277. Benefit: +5% evasion per enemy in sight.
  278.  
  279. Tactical Sense II(3)
  280. Benefit: +10% evasion per enemy in sight.
  281.  
  282. Warning Shot To The Forehead(1)
  283. Benefit: ×1¼ damage vs uninjured targets who haven't seen you.
  284.  
  285. Warning Shot To The Forehead II(3)
  286. Benefit: ×1½ damage vs uninjured targets who haven't seen you.
  287.  
  288. Warning Shot To The Forehead III(6)
  289. Benefit: ×2 damage vs uninjured targets who haven't seen you.
  290.  
  291.  
  292.  
  293. IOT
  294. the Users
  295. pokesec
  296. utility/library
  297. Undernet — the Dark Web is a tiny fraction of the Deep Web.
  298. Beast Link Gate
  299. Zero Virus
  300. Wave World
  301.  
  302. Nicole the holo-lynx
  303. maverick hunter Dawn
  304.  
  305. Maverick Hunters
  306. Star Force
  307. Grey Nebula
  308. The Logrus Legion
  309. The Unseen Gospel
  310. WAZA
  311. Dealer
  312. The Harmonium
  313.  
  314. Operation Shooting Star
  315. Operation Shepherd Moon
  316. Operation Blue Sun
  317. Operation Reality
  318.  
  319. Shooting Star Protocol
  320. Shepherd Moon Protocol
  321. Blue Sun Protocol
  322. Reality Protocol
  323.  
  324.  
  325.  
  326. He built a digital copy of himself named Clu, to create the perfect system. And he relied on the hero, Tron, to keep it free for all programs who lived there. But in his thirst for power, Clu betrayed his creator. Tron fought back, but Clu was too powerful and left him for dead. Clu dispatched his armies and seized absolute control. Now, in a far off corner of the Grid, a young program decides Clu must be stopped. His name is Beck. Could he be the next Tron?
  327.  
  328. Beck is a young program who becomes the skillful leader of a revolution inside the computer world of the Grid. His mission is to free his home and friends from the reign of the villainous Clu and his henchman General Tesler. Beck will be trained by Tron, the greatest warrior the Grid has ever known. Tron will not only teach Beck the fighting and light cycle skills he needs to challenge this brutal military occupation, but he will be a guide and mentor to him as he grows beyond his youthful, impulsive nature into a courageous, powerful, strong leader. Destined to become "the next Tron", Beck adopts Tron's persona and becomes the arch enemy of General Tesler and his oppressive forces.
  329.  
  330. Noise (ノイズ Noizu) is a new phenomenon on the Grid, strongly believed to be the result of new EM Wave Wizard technology. Many people seek to study noise in order to better understand it, including organizations like WAZA and people such as Legendary Master Shin. Noise is also sought after by the criminal organization known as Dealer in order to further their plans.
  331.  
  332. The deep web is all sites inaccessible from a traditional search engine, but usually accessible through standard browsers and methods. The dark web is a portion of the deep web that has been intentionally hidden and is inaccessible through standard browsers and methods.
  333.  
  334.  
  335.  
  336. http://xcom.fandom.com/wiki/Soldier_(XCOM:_Enemy_Unknown)
  337.  
  338. http://megaman.fandom.com/wiki/Mega_Man_Battle_Network_(series)
  339. http://megaman.fandom.com/wiki/Mega_Man_Battle_Network_3
  340. http://megaman.fandom.com/wiki/Double_Soul
  341. http://megaman.fandom.com/wiki/Battle_Chip
  342. http://megaman.fandom.com/wiki/Style_Change
  343. http://megaman.fandom.com/wiki/Mystery_Data
  344. http://megaman.fandom.com/wiki/Jack_in
  345. http://megaman.fandom.com/wiki/Bug
  346. http://megaman.fandom.com/wiki/Noise
  347. http://megaman.fandom.com/wiki/Cyberworld
  348.  
  349. http://tron.fandom.com/wiki/TRON:_Uprising
  350. http://tron.fandom.com/wiki/TRON:_Legacy
  351. http://tron.fandom.com/wiki/Isomorphic_Algorithms
  352. http://tron.fandom.com/wiki/Category:Weapons
  353.  
  354.  
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