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.
So a few years ago, TailsMK4 released a forum game called Mega Man RPG: Lab Defense. I played in it and enjoyed it. Then, like a lot of forum games, Tails stopped updating it (tbf I'm probably the most guilty out of everyone in the forums of this particular crime). I apparently can't spend any sort of productive energy on actually productive things during weekends, so I remade it. Hopefully I can keep it going a bit longer.
How to Play (while copy and pasting some things from the original thread):
The battles take place in a large-ish area (a map of the current "turn" will be shown on each post), and you must carefully decide what enemies to take on or what other actions to do (more on those to come as areas are successfully defended). Each robot in the field can move a certain number of spaces per turn.
Each turn, all allied robots perform 1 action. 1 action consists of moving, then either trading with an adjacent ally, interacting with npc/objects, performing a command, otherwise known as an attack, or nothing and just waiting it out. Once all allies have performed an action, the turn ends and all enemies will perform their actions. This repeats until either side achieves victory.
To send an action, either reply to the thread (the preferred method) or ping me on the MMRPG discord in the #roleplay channel. If all but one player has sent an action and ~24 hours have passed since the start of the turn, your action will be skipped/automated to keep the game going.
If you're adjacent to an ally when dealing or taking damage, you'll perform a Linked Attack or Linked Defense. These will increase your damage dealt and reduce your damage taken respectively, as well as improve the Link between the two allies. If there are multiply adjacent allies, only the strongest Link will be activated. The stronger the Link, the greater the buffs.
Despite the name "Lab Defense DX," not all maps will be defense maps. Most will, but not all. Ideally. Either way, on a defense map, you'll be tasked with, well, defending an npc ally, a certain tile, or some other plot-important object. The Victory and Defeat conditions of every map will be displayed at the start of the battle and will be visible all throughout the skirmish.
Upon leveling up, your stats will increase and you'll get to pick between 2 randomly-generated commands, passives, or additional stat increases. You'll gain EXP when dealing damage, supporting allies in a Link, defeating foes, using support commands on other allies, or interacting with certain npcs/objects.
Character Creation:
When creating a character, your character sheet should look like this:
Name: Icon: HP: WE: ATK: DEF: SPD: LCK:
Core Type: Sub-Core Type: Weakness: Resistance:
All of this is kinda gibberish so let's go down the list
Name - The name of your character. Icon - The Icon you want to represent this character (use [robot] or [mecha] formatting to pick). Pick someone that hasn't already been used.
The Stats: You will have 20 points to distribute among your stats. While you can have less if you so choose, you cannot have more.
HP: Hit Points. How much damage you can take before you fall. Robots with 0 or less HP can still support adjacent allies, but cannot perform any actions. Sometimes referred to as "Energy." Points put in HP are doubled. If you put no points into HP, you will start the game with 1 HP. WE: Weapon Energy. Used to activate most commands. Naturally Replenishes at 1 WE a turn. Points put into WE are doubled ATK: Attack. Increases how much damage you deal. DEF: Defense. Reduces how much damage you take. SPD: Speed. Determines how far you can move. For every 2 SPD you have, you can move 1 space. LCK: Luck. Affects various luck-based factors.
In addition to these points, you can choose to assign a boon and a bane. Boons will grant +2 in that stat (+4 for HP and WE), increase how much of that stat you earn upon leveling up, and grant certain commands right out of the gate. Banes do the opposite. You cannot merely have a boon and no bane. To assign the boon and bane, place a (+) or (-) respectively to the stat of your choice.
Core Type: Determines earned commands and passives. Sub-Core: Determines earned commands. Cannot equip any commands of this type above 2* rarity. All 2* or lower Neutral type commands can be equipped even without a Neutral Sub-Core * If you choose to forgo a Sub-Core, you'll start off with 1 additional random 1* passive and passive slot.
You can select any types that appear in the prototype except for the following, as they have been altered to a different type: * Laser --> Neutral * Shield --> Neutral * Copy --> Neutral * Crystal --> Earth * Missile --> Explode (usually) * Time --> Spacetime * Space --> Spacetime * Shadow --> Varies
If it isn't in this list and appears in the "Types Database" on this website, it's available.
Weakness: Attacks of this type deal double damage. Resistance: Attacks of this type deal half damage.
Your character MUST have a weakness. If you do not assign a Weakness, one will be assigned to you randomly based on your Core type.
The last parts of your character are decided by your Core, Sub-core, and boons/banes.
Commands: Attacks utilized after moving. Also includes support skills and movement skills. All characters have 6 Command slots at the start, though they may gain more upon leveling up. Passives: Abilities that either grant a static buff or activate an effect when conditions are met. You typically cannot manually activate a passive. All characters have 3 Passive slots at the start, though they may gain more upon leveling up.
The database is split up into 4 sections: Command, Enemy, Passive, and Players. You may notice that a lot of the entries are simply "???." I've left just enough information in the database to help you decide how to build your character. As you progress through the game and discover new commands, enemies, and passives, the database will be filled up. Keep in mind that I intend to add new entries as we progress through the game, so don't go thinking there's just 4 enemies in the game.
Posted on February 1st, 2020 at 5:18pmEdited on 2020/02/01 at 6:15pm
Posted 2020/02/01 at 5:18pmEdited 2020/02/01 at 6:15pm
#3
@Soren : Thanks for filling out the Command/Passive sheet for me! I will note, however, that Acid Man can't utilize Oil Shooter, as he doesn't have an Earth Core or Sub-Core.
What's more, you have too many stat points. Even accounting for how HP/WE is doubled, you've used 22.5 stat points. Reduce HP by 1 and you're at 22. Please remove 2 points from your stat total by tomorrow to hit 20 points. I wanna start the game tomorrow, so if you haven't updated your stats by then I'll just remove 2 at random.
I'm finishing up the map as I type this, so we should be able to start either today or tomorrow!
Posted on February 2nd, 2020 at 12:39pmEdited on 2020/02/02 at 1:17pm
Posted 2020/02/02 at 12:39pmEdited 2020/02/02 at 1:17pm
#6
I'm sorry to call everyone here in such a hurry, but we've got trouble! There's a huge strike force aimed Light Labs, but Mega Man is missing! I don't know how long we'd need to hold out, so our best option is to stop them! We have to stop them from reaching Light Labs, or else who knows what they could do to it!
Victory Condition: Defeat the bosses Defeat Condition: An enemy reaches Light Labs or all allies are defeated
Hey y'all! You can view your stats through the Players Database, located in the main thread. Use this to double-check your available commands. Enemy stats won't be revealed until you've had at least 1 round of combat with them. If you have any questions, feel free to ask away Please send your actions now!
Fuse Man! Be careful where you're firing! The enemy is using the terrain to its advantage!
Terrain
Here are the four types of terrain present on this map
The top-left terrain is a Plains tile. These tiles offer nothing special and require the usual 2 SPD to cross.
The bottom-left terrain is a Woods tile. These tiles grant +30% DEF to those who stand on it. However, these tiles require 4 SPD to cross it as opposed to the usual 2.
The top-right terrain is a Stone tile. These tiles cannot be crossed without certain commands or passives. What's more, these tiles will interrupt the range of attacks, and you can't strike an enemy on the other side of it without certain commands or passives.
Lastly, the bottom-right terrain is the tile you're trying to defend. In this case, it's Light Labs. If any enemy reaches this tile, It's Game Over.
Be aware of your surroundings when issuing actions!
Posted on February 4th, 2020 at 9:57amEdited on 2020/02/04 at 10:28am
Posted 2020/02/04 at 9:57amEdited 2020/02/04 at 10:28am
#20
I think I know a trick that just might work... I'll defeat these two with my Beta Blast!
...And then the realization kicks in.
OH I DON'T HAVE THE BETA BLAST ON ME. What do I do, what do I do...
*Through Beta's Communicator* it, Beta, we already TOLD you being here was going to alter your Weapon Data! Did you even listen!?
*Also through the communicator* Now's not the time for berating him, Ninja. And Beta, calm down. I have a plan to get you out of the situation. First, go down and then right.
...Ok, now what?
Now you just need to slide down. That should get you down the 3 spaces needed to reach Roll.
Alright, got it. Thanks, Sergeant.
To declare Beta's actions this turn WITHOUT the dialogue, Beta moves down and right, then Slides downwards.
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