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Kuroji

Jump 222: Mega Man Zero

Jan 29th, 2018
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  1. Jump 222: Mega Man Zero
  2. >Two of Wands (Dominion), reversed: Failing to articulate goals or establish a vision for the future.
  3. Maybe I should have been more clear about the goals of the resistance. It's easy to be against a cause. It's hard to have everyone agree on what should replace it.
  4. >Location: Neo-Arcadian Desert
  5. >Identity: Resistance (-100)
  6. Well, the two of these things kind of go together, so.
  7. >Drawbacks: Hibernation Sickness (+300)
  8. Gee, if only I had something like nine companions who I could rely on to bring me around to myself, even if I won't really remember it all until the end of the jump. Some of whom are also me and have the more important of my abilities. Not suicidal enough to take the drawback where I grant all of my abilities to someone else while weakening myself, though. If they don't die of information overlord immediately, it's a decade of Xanatos speed chess, and that's a very tiring way to spend things.
  9. >Combat Analysis (Free, Resistance)
  10. Well, this is going to be useful, isn't it? Multitasking during combat, pinpointing weak points easier...
  11. >Combat Augments (1100, Resistance)
  12. And being more able to fight. Granted, this would normally put me close to what you could get with a few purchases of Chassis Upgrade in the previous jump, but with a stronger emphasis on agility. Good thing I'm bringing that beam saber with me, isn't it?
  13. >Paragon (900, Resistance)
  14. It's been a little while since I've gotten a charisma perk. This one seems very positive, as long as I make sure not to do anything too stupid with it.
  15. >EX Skills (600, Resistance)
  16. Again, since I brought my beam saber along with me, this should be a very useful perk to have - gaining combat techniques from defeating enemies sounds familiar, but applying it to melee combat is a new thing entirely.
  17. >Assistant (400)
  18. So cultist-chan looks cute in a labcoat and glasses. Who knew?
  19. >Brothers In Arms (0)
  20. Everyone else gets to be resistance reploids. Hooray! The important part is that they're here.
  21. So I pop up before the beginning of the first Mega Man Zero game, eh? Hm. I think much of what we're going to be doing to change things is going to involve upgrading the local technology (because I have companions who can do that - did you think they just sat on their laurels?), giving them power generators to let their supplies stretch further, and hopefully having Ceci help Ciel with her research into fixing the energy crisis.
  22.  
  23. When the time comes that Zero has to be recovered from where they find him, I'm going to make sure to tag along, and I'm going to make sure that things do not go according to canonBy which I mean, sure, they're going to retrieve Zero just fine - but when Neo Arcadia comes in, the better-armed resistance will have parity as far as firepower and armor goes, and there will be myself and a couple of my companions acting as elites to ensure that we get out of there without casualties.
  24.  
  25. And then Zero and I can be amnesia buddies! Woo!
  26.  
  27. Also when Weil shows up I'm pretty sure the alternate me's that have clairvoyance are going to go 'hey, Omega and Weil are bad news and we need to kill them RIGHT THE FECK NOW'. Which we will do. Because I have a beam saber that doesn't conform to the intended art style, but works quite well.
  28.  
  29. And so do they.
  30.  
  31. Because cheat mode.
  32.  
  33. Also we have precision orbit-to-surface beam cannons, let's see Omega regenerate from THAT. For that matter, we can keep Ciel from disappearing after she solves the energy crisis. Because while ZX is an interesting game, it's probably not the best end point for the timeline. Besides, if Zero doesn't die at the end anymore, why should she?
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