Maveric Hunter

Maveric Hunter

MAVERIC HUNTER Version 0.6 YOU ARE A MAVERICK HUNTER IN THE YEAR 20XX... Zero, Axl, and X have all disappeared while on a mission and it seems the mavericks are out it force since the news became public. Mission Command needs you to quell the troubles that are arising. Can you turn back the Mavericks that threaten the city? So, this is game meant to recreate the feeling of the games of the Megaman and Megaman X series. This is a framework system, meaning that it is made to be added to.. The rules provide a basic framework onto which the GM adds rules and expands on the rules to suit the needs of his game. All RPGs do this to some extent, but this system assumes and really even requires it. There is no exhaustive list of equipment and upgrades. GMs and/or players are expected to generate those things using the system as a guide. Character Creation Everybody starts with 2 in all stats: Strength Body Buster Mind Speed They choose a Model Type to be: Power +1 Body and +2 Str Mobile +2 Speed and Dash Versatile +1 to Buster and +1 to choice Support +2 Mind and two extra Internal slots Power are bigger and usually meaner. They can take a few hits on chin and punch back. Mobile are light and use their superior speed to take down opponents. Versatile models cover a wide range of models, with a moderate to strong combat focus. Support are just that. Not optimized for combat, but can have a vital role to play within a team. A character’s stats will not improve over time. Missions do not yield XP or anything like that. You can, however, find Armor Upgrades and Weapon Programs to customize your character. And they may choose a Weapon Type. Weapon choice Basic Blaster: Buster +3 Charging Buster: Buster +0, can charge for one round to double buster rating, can charge for two rounds to quadruple rating Rapid Fire Weapon: Single-Target: Buster+1 Success 3~6, Multi-target: Buster+2 Success 4-6 Close Combat Weapon: Str +3 during attacks. Everybody has been telling me they want to have multiple and/or switchable weapons. Giving a character an extra weapon like the sub-weapons from Command Mission is pretty simple. Give them an Armor slot piece that is a sub-weapon. Example: Arm slot: Mini Missile Launcher: Buster +1, For one energy, user may make an extra attack on his turn at a locked value of Buster 3. Having true switchable weapons like in the Mega Man Zero series is a little more complex, but still a pretty simple fix. Say the character has hands (see appearance section below), and have him take the weapon type he wants most at Character Creation, calling it a hand-held weapon. Then have him find other hand-held weapons that follow the weapon templates and sy that carrying them takes up an internal slot per extra weapon. If he's playing a model type other than Support, having four weapons like Zero did will leave him low on health and energy, but if he really wants them.... Appearance Your Reploid's appearance is irrelevant to his stats. You can look however you want. All the heroes of the games are humanoid, but you could play as one of the animal themed Reploids. Squid Adler from Mega Man X5 was fluffed to be a retired Maverick Hunter. Use a modicum of common sense though. Don't be a wasp shaped Reploid about the same size as a Met-head and use a Power Model. Armor Your Maverick Hunter has four armor slots that can be upgraded from that stock ones they start with: Body – Generally used for defensive upgrades. Legs – Generally used to improve movement. Arms – Generally used to improve weapons. Head – Used for miscellaneous upgrades. These are guidelines, not laws. GMs should feel free to create whatever suits their needs. One idea is to design an armor based on stacking effect so that getting the entire set will yield a greater benefit. Example Armor: Icarus Armor: Body, Legs, and Arms all have the same ability – User gains Dash. If user has Dash, he gains Double Jump. If he has Double Jump, he gains Triple Jump. If he has Triple Jump, he gains Long Jump. Head – User gains Hover. The Body, Legs, and Arms slots have an effect that stacks to get better. In addition, if the player is a Mobile Type, he will benefit from this armor even more than another type would. Another Example Armor: Stealth Armor: Body: +1 Body Legs: +1 Speed Arms: +1 Strength Head: +1 Speed Special: If a Reploid wears all four pieces of the Stealth Armor, he can blend into the shadow for three rounds at a time. This effect ends immediately if he makes an attack or a light attack hits him. This effect takes three rounds to recharge. Upgrading Weapons and Weapon Programming In general, making a weapon more powerful should be done through upgrading armor, the arm slots in particular. For instance, a GM might want to say something like, “You find plans for a buster that can charge to level four.” and let the player keep his arm slot the lets him charge faster. The same situation can be handled by saying, “You find plans for arms that will allow your buster to charge an extra level and charge at high speeds.” There is no reason a given arm upgrade cannot obviously be better than another. If two players are playing the same model type, it is up to the GM whether their physiology is similar enough that the armor upgrade can be implemented on both of them. Across different model types it is much less likely that a given armor design is compatible. All special weapons use the same energy. There is no fancy name for it, it's just energy. Weapon programming can allow weapons to manifest attacks in different ways. Thus, using the same energy source and buster, a Reploid could manifest fire or ice. Sometimes after a Maverick has been defeated, his weapon programming chips will be salvageable. A Maverick Hunter's weapon can hold multiple weapon programs, allowing him to adjust to various situations. A Reploid may have as many Weapon Programmings as his GM will allow. Example Weapon Program: Fire wheel: Energy cost: 2 Launches a spinning wheel of fire at the opponent. The accelerant can catch them on fire. Element: Fire Special: The hit target must make a speed test at difficulty 2 at the beginning of each of his turns. If he fails, he takes one point of fire damage. If he succeeds, this effect ends. Armors resistant to fire ignore this effect. Elements A Weapon Program or Armor Upgrade can have an elemental association. Based on their elemental alignment, weapons can be more or less effective against certain types of Armor. If a Reploid is weak to a damage type, all successes that are not canceled by the defense roll do double damage. If a Reploid is resistant to a damage type, when taking damage from that type it reduces the damage taken by 1, to minimum of 1. If a Reploid is Immune to damage type, he reduces damage from that type by 2 to a minimum of 0. The Immunity damage minimum overrides the minimum from resistance. Below is a chart to view resistance, weakness, and immunity. Attack ▼ vs. Armor ► Fire Water Air Ice Earth Electric Dark Light Fire I R R W W Water W I R W R Air W I W R R Ice R W I W R Earth W R R I W Electric W R I W R Dark R W R I W Light R W R W I Internal Slots A Maverick Hunter has three internal slots with which to add further modifications to himself. The main use of these slots is sub tanks and energy refill tanks. If a GM would like to give a special ability to a PC, such as Axl's copy ability, he can choose for it to take up an Internal slot instead of using an Armor slot. Basic sub-tanks give a player five extra health. Feel free to make better ones. Basic Energy Refills refill five points of energy when used. Feel free to make better ones. Another common Internal slot item is a shield, or force field (not to be confused with Arm slot Blast shields, which act as mobile cover). A force field has a shield rating, written as Shield X, where X is the amount of damage required in one attack to deactivate the shield. Shields should generally be only strength 1 or 2. Item Drops So you killed a robot or Reploid. You're a robot/Reploid, can you cannibalize the parts? Yes and no. Generally, when a bot is destroyed, it explodes damaging is components. In addition, Reploid physiology differs from model to model, making many parts incompatible. However, there are some key components that are worth salvaging. First, all bots and Reploids use the same Vital Fluid to operate. Many times the main tank or sub-tanks are damaged and the vital fluid just spills to the ground, but sometimes the tanks hold enough liquid that a Reploid can drink it to regain some health. The same goes for energy tanks. It is completely up to the GM to say a tank is salvageable and how much fluid it contains. A GM can decide that Internal slot items are salvageable as well.

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