Attention! This is a legacy build of the Mega Man RPG from 2019 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
Return to the archive index for more legacy content or
play the current version of the game for all the new stuff.
These are some Secondary Weapon Ideas for MMRPG Prototype
I will be Skipping Robots that have 2 Moves. So we will Basically Start at Mega Man 3 Since 1 and 2 already have 2nd Moves
Needle Head Basically this is using your “Head” as an Attack... Except you don’t have Spiky Heads. So Basically for the sake of this move, the robot will summon something like Metal Press but Forwards. This would do a lot of Damage as well as Removing 1 Defense Point (v)
Magnet Pulse This attack will create a Force In front and Behind as it Pulls Energy Out of the Robot Master. With this Strong Force, it also acts as a Shield for your Current turn. It is Strong but of course wears off at the next turn
The attack works by the user jumping up for one turn and falling down the next. The attack does moderate damage to the target and if the user happens to go first, will have a chance to stun the target. Cost: 4WE Power: 28 Speed: Normal Accuracy: 90% ___________________________________________________________________________________________________________________ Spark Restart The action works by restarting the systems of a fallen ally, albeit with low health. Cost: 4WE Power: N/A Speed: Normal Accuracy: 80%? 75%? ___________________________________________________________________________________________________________________ Skull Shotgun The attack works by having the user activate a hidden mechanism within their chest, firing off a barrage of shrapnel. Should the user have a sub-core, the attack use it as a secondary element. However, the attack leaves with user with less defense and lowers a core's lifespan by one. Cost: 4WE Power: 30 Speed: Fast(?) Accuracy:90% ___________________________________________________________________________________________________________________ Solar Flare The action works by the user firing off a flare into the sky. For the next 2(or 3?) turns, actions gain accuracy buffs, regardless of which side used the attack. Cost: 4WE Power: N/A Speed: Normal Accuracy: 100% ___________________________________________________________________________________________________________________ or Solar Flare The action works by the user firing off a flare into the target. The target takes little damage, but suffers from fire-based damage for 4 turns and attacks used on the target always(?) hit. Cost: 2WE Power: 5(?)8(?) Speed: Fast Accuracy: 100% If any of these moves are similar to another's idea, apologies.
Posted on April 10th, 2020 at 9:12amEdited on 2020/04/10 at 9:24am
Posted 2020/04/10 at 9:12amEdited 2020/04/10 at 9:24am
#2
Block Form
This is an earth/Shield support action.
(If the user has a shield core, they can use it on allies) the user encases themselves in blocks to add health, attack and defense but lowers speed drastically.
Posted on April 10th, 2020 at 11:31amEdited on 2020/04/10 at 11:41am
Posted 2020/04/10 at 11:31amEdited 2020/04/10 at 11:41am
#3
Pirate Ravager Impact/Water
You know that move that Pirate Man creates a bubble and them he bounces around the screen?Yeah that's it,the user creates a bubble and bounce around all the enemies.
Cost: 6 WE
Power: 25
Speed: Fast
Accuracy: 95%
if the user takes super effective damage the bubble destroys
8 Comments