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.
@Soren. Hey, give him/her/they a break, lad. For all we know, they could be on vacation(...) or having to finish work. Their private lives should come before this thread any day. With that said though, I understand where you're coming from.
I kinda got burned out on running this thread, and I just got extremely tired on running it. Even after my schedule cleared up, I just didn't have the resolve to continue this. I'm pretty sure the people in this game have moved onto Beta's RMMD, so yeah keep playing that because this ain't getting updated by me.
I'm leaving a link to all the abilities/passives I had planned to appear at some point, and feel free to ask me any questions on Lab Defense DX either here or on Discord. If you wanna use any of the materials I was planning to use for Lab Defense go ahead, you don't need permission or anything lol.
Thanks to all of you for playing, I do want to make a new roleplay game sometime in the future, but that won't be for a while. Have a good day y'all
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