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Mega Man RPG Prototype Community

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Prototype RPG: Robot Museum

August 31st, 2014 at 11:07pm
 
TailsMK4Omega
TailsMK4Omega
11,986,599 BP
20 TP | 467 PP
Original idea on page 14: Game Suggestions

I guess I'll turn this idea into an RPG since now we have a place for role-playing. So I'll keep this as simple as possible: your objective is to form a team to clear as many battles as you can. You will keep battling until your entire team is defeated in the same battle. As for the rest of the rules, they are subject to change in terms of balance.

Your robots will get fully healed after each battle, and will keep any items and EXP/stats earned in battles. You will also get bonus items as you continue to clear battles. As for the battles themselves, the rules are:

1. Just like in the Prototype main game, only the active robot/mecha can attack, and which active bot attacks first depends on the ability's Attack Speed or the robots' Speed. When both bots have attacked, a turn is finished. So when it is your turn to attack, decide the abilities your character will use, or if you want to switch a robot out, choose that robot's ability too. Careful, though, switching out a robot will cause your opponent to attack first!

2. You are permitted to use one item per turn. This does not count as attacking. You are even allowed to do something like switching a weakened robot to a strong robot, have the strong robot use an item to heal your weakened robot, and then using an attack. Use your items wisely, as aside from a few items you start with, you can only earn more items by defeating enemies and winning battles! The only Prototype items that will not appear in this game are the screws, since there is no shop. This is an Endurance kind of game, so you go right into the next battle without any breaks!

3. The end of battle bonus is determined based on how quickly you finish off the opposing team. Every battle is set to a 16 turn goal. You will get harder but more rewarding battles if you finish before the 16 turn limit, and only slightly harder battles if you take more than 16 turns.

4. You will obtain EXP for your robots after each battle, and the faster you clear the battles, the more EXP you will get at the end of the battle. You may also receive other bonuses like capsules or robot cores. I will keep track of your inventory and will display your inventory as your battle stats are updated. The amount of EXP your robots need to level up is the same: 1000 EXP to go up one level, and it is indeed possible to go up more than one level at a time.

5. The field played on is determined by your opponents, with the one exception being the first battle in your current run, which is the Intro Field. You will get a list of Field Modifiers as your battle stats are updated.

6. The enemy team will obtain Starforce as you clear more battles, but your team will also be rewarded with Starforce by clearing a certain amount of battles or consistently performing better than your enemies.

Hopefully the battle system isn't too complicated, but you can view the post right below this one to see an example with my first battle. You keep going until you're defeated in battle. If that happens, you can redo the mode if you'd like (with different robots/abilities if you want), but you'll be back to Battle 1. The data will also reflect if anyone is powered by Starforce as well. Here's the template that will allow me to set you up:

Robot 1 Name:
Abilities: (you can select up to 8 abilities, but they MUST be ones the robot can equip normally in the Prototype, like you can't give Fire Man the Rain Flush ability, but he can equip Pharaoh Shot if you want. Unlike in the example, though, your robot can use your chosen abilities at level 1, so Fire Man can start right off with charging his Pharaoh Shot if he wants, and then upping his attack with Atomic Fire the next turn, all at level 1. Fire Man can also equip an ability global to all robots like Attack Boost, as well)

Robot 2 Name:
Abilities:

ETC...


You can select up to 8 robots to join you this game. Do you want to do a fairly balanced team, or do you prefer a team that excels in one area, like maybe including Roll, Disco, and Rhythm to increase your team's healing powers? It's your choice! Robot 1 will be your active robot at the start of every battle, so choose your first robot wisely!

Let me know if you have any questions. I'll put up a leaderboard later to show how far people have got in this game.

UPDATE 1: I have decided to allow players the choice of selecting any of the currently fightable Robot Masters from the other games (Killers and Slur are not allowed, though the Killers may appear later). If you select a normally un-playable character, though, just know that they are limited to the abilities currently unavailable, though, so for example Stone Man cannot use Power Stone since it's not in the game, but he may use other Earth abilities.

Update 2: Robot team display slightly edited to make it more readable by eliminating unnecessary space.

Update 3: All of the robot data that was displayed here has been moved to this profile.

Posts in this thread now will only consist of displaying the LE and WE of all robots in the battle, as well as the results of the last turn completed. All other information can be found in the profile link.
Leaderboard
Rank: Name , Battles won in a row

#1: Retro Pikachu, 2 Battles
#2: Shadownnico, 1 Battle
#2: tobyjoey, 1 Battle
Prototype RPG: Robot Museum
Posted by TailsMK4Omega on August 31st, 2014 at 11:07pm
Viewed 3024 Times
 
TailsMK4Omega
11,986,599 BP
20 TP | 467 PP
Posted on September 7th, 2014 at 8:54pm
Posted 2014/09/07 at 8:54pm
#1
Whew, I think that data overhaul will work for the time being...I kind of want to keep the formatting I got going, so I'll pass on the Google Drive idea. Also, moving the fields to the profile really opened up the space...I might actually be able to use formatting on the battles again.


tobyjoey

Turn 1

Dive Man was switched out to put Snake Man on the active slot.
Crazy Cannon A attacks Snake Man with Cannon Shot!
Snake Man loses 49 LE!
Snake Man uses Attack Boost! -2 WE, +18 ATK


Comments: I see what you're planning to do, but considering how much damage Snake Man took just now, just keep in mind Snake Man's current health...


Your Team

Snake Man [+18 ATK, ATK: 137] (Active)
LE: 56/105
WE: 9/10

Dive Man
LE: 105/105
WE: 10/10

Elec Man
LE: 105/105
WE: 10/10

Knight Man
LE: 105/105
WE: 10/10

Ring Man
LE: 105/105
WE: 10/10

Turbo Man
LE: 105/105
WE: 10/10

Wave Man
LE: 105/105
WE: 10/10

Shadow Man
LE: 105/105
WE: 10/10


Enemy Team

Crazy Cannon A (Level 1) (Active)
LE: 55/55

Crazy Cannon A (Level 1)
LE: 30/30

Crazy Cannon B (Level 1)
LE: 30/30

Crazy Cannon C (Level 1)
LE: 30/30

Beak A (Level 1)
LE: 50/50

Beak A (Level 1)
LE: 40/40

Beak B (Level 1)
LE: 40/40

Beak C (Level 1)
LE: 40/40


Retro Pikachu

Turn 4

Crazy Cannon B attacks Wood Man with Cannon Shot!
Wood Man loses 17 LE!
Wood Man uses Attack Boost! -2 WE, +11 ATK

Turn 5

Crazy Cannon B attacks Wood Man with Cannon Shot!
Wood Man loses 17 LE!
Wood Man uses Attack Boost! -2 WE, +12 ATK


Comments: I think you and tobyjoey are thinking the same thing...but seems even Leaf Shield isn't blocking much damage. Crazy Cannons are pretty powerful.


Your Team

Wood Man [+23 ATK, ATK: 95, +40 DEF, DEF: 241] (Active)
LE: 56/110
WE: 8/10

Bomb Man
LE: 110/110
WE: 10/10

Proto Man
LE: 110/110
WE: 10/10

Bright Man
LE: 110/110
WE: 10/10

Yamato Man
LE: 110/110
WE: 10/10

Turbo Man
LE: 110/110
WE: 10/10

Shadow Man
LE: 0/110
WE: 9/10

Roll
LE: 165/165
WE: 10/10


Enemy Team

Crazy Cannon B (Level 1) (Active)
LE: 55/55

Crazy Cannon C (Level 1)
LE: 55/55

Ribbitron A (Level 1)
LE: 50/50

Ribbitron B (Level 1)
LE: 50/50

Ribbitron C (Level 1)
LE: 50/50

Crazy Cannon A (Level 1)
LE: 0/55


Spinstrike

At long last...

Battle 1
Field: Intro Field
Modifiers: Experience x2.0
  

  
  

spark-mantop-manflash-mancrash-manguts-mancut-manmega-man      proto-man            met      metmetmetmetmetmetmet



Your Team

Proto Man (Active)
LE: 100/100
WE: 10/10

Mega Man
LE: 100/100
WE: 10/10

Cut Man
LE: 100/100
WE: 10/10

Guts Man
LE: 100/100
WE: 10/10

Crash Man
LE: 100/100
WE: 10/10

Flash Man
LE: 100/100
WE: 10/10

Top Man
LE: 100/100
WE: 10/10

Spark Man
LE: 100/100
WE: 10/10

Enemy Team

Met A (Level 1)
LE: 50/50

Met B (Level 1)
LE: 50/50

Met C (Level 1)
LE: 50/50

Met D (Level 1)
LE: 50/50

Met E (Level 1)
LE: 50/50

Met F (Level 1)
LE: 50/50

Met G (Level 1)
LE: 50/50

Met H (Level 1)
LE: 50/50
^ Top
 
Retrop
13,629,397 BP
31 TP | 765 PP
Posted on September 7th, 2014 at 9:23pm
Posted 2014/09/07 at 9:23pm
#2
Unleash the power of Search Snake!
^ Top
 
Tobyjoey
14,587,937 BP
7 TP | 412 PP
Posted on September 7th, 2014 at 9:33pm
Posted 2014/09/07 at 9:33pm
#3
Wow, talk about a glasss cannon. Switch to Knight Man and use Oil Slider.
^ Top
 
Shadownnico
19,894,311 BP
13 TP | 182 PP
Posted on September 7th, 2014 at 10:05pm
Posted 2014/09/07 at 10:05pm
#4
I keep using Bubble Lead against the current enemy
^ Top
 
Contributor
Spinstrike
3,858,947 BP
6 TP | 262 PP
Posted on September 8th, 2014 at 9:51am
Posted 2014/09/08 at 9:51am
#5
I'll switch to Mega Man and use Hyper Bomb!
^ Top
 
TailsMK4Omega
11,986,599 BP
20 TP | 467 PP
Posted on September 8th, 2014 at 6:01pm
Posted 2014/09/08 at 6:01pm
#6
Shadownnico

Turn 7

Drill Man attacks Skullmet A with Bubble Lead!
Skullmet A loses 40 LE and 5 overkill!
Skullmet A is disabled!
Pyre Fly A is switched to the active slot.
Pyre Fly A attacks Drill Man with Pyre Flame!
Drill Man loses 11 LE!


Your Team

Drill Man (Active)
LE: 74/100
WE: 10/10

Needle Man
LE: 16/100
WE: 7/10

Pharaoh Man
LE: 86/100
WE: 10/10

Bubble Man
LE: 100/100
WE: 10/10

Elec Man
LE: 100/100
WE: 10/10

Bomb Man
LE: 100/100
WE: 10/10

Guts Man
LE: 100/100
WE: 10/10

Disco
LE: 150/150
WE: 10/10

Enemy Team

Pyre Fly A (Level 1) (Active)
LE: 60/60

Pyre Fly A (Level 1)
LE: 85/85

Skullmet A (Level 1)
LE: 0/65

Skullmet A (Level 1)
LE: 0/40

Skullmet B (Level 1)
LE: 0/40

Skullmet C (Level 1)
LE: 0/40

Pyre Fly B (Level 1)
LE: 0/60

Pyre Fly C (Level 1)
LE: 0/60


tobyjoey

Turn 2

Snake Man was switched out to put Knight Man on the active slot.
Crazy Cannon A attacks Knight Man with Cannon Shot!
Knight Man loses 27 LE!
Knight Man attacks Crazy Cannon A with Oil Slider! -4 WE
It's super effective! Crazy Cannon A loses 55 LE and 7 overkill!
Crazy Cannon A is disabled!
Beak A is switched to the active slot.


Your Team

Knight Man (Active)
LE: 78/105
WE: 7/10

Dive Man
LE: 105/105
WE: 10/10

Elec Man
LE: 105/105
WE: 10/10

Ring Man
LE: 105/105
WE: 10/10

Turbo Man
LE: 105/105
WE: 10/10

Snake Man [+18 ATK, ATK: 137]
LE: 56/105
WE: 10/10

Wave Man
LE: 105/105
WE: 10/10

Shadow Man
LE: 105/105
WE: 10/10


Enemy Team

Beak A (Level 1) (Active)
LE: 40/40

Crazy Cannon A (Level 1)
LE: 30/30

Crazy Cannon B (Level 1)
LE: 30/30

Crazy Cannon C (Level 1)
LE: 30/30

Beak A (Level 1)
LE: 50/50

Beak B (Level 1)
LE: 40/40

Beak C (Level 1)
LE: 40/40

Crazy Cannon A (Level 1)
LE: 0/55


Retro Pikachu

Turn 6

Wood Man attacks Crazy Cannon B with Search Snake! -2 WE
It's super effective! Crazy Cannon B loses 35 LE!
Crazy Cannon B attacks Wood Man with Cannon Shot!
Wood Man loses 17 LE!


Your Team

Wood Man [+23 ATK, ATK: 95, +40 DEF, DEF: 241] (Active)
LE: 39/110
WE: 7/10

Bomb Man
LE: 110/110
WE: 10/10

Proto Man
LE: 110/110
WE: 10/10

Bright Man
LE: 110/110
WE: 10/10

Yamato Man
LE: 110/110
WE: 10/10

Turbo Man
LE: 110/110
WE: 10/10

Shadow Man
LE: 0/110
WE: 9/10

Roll
LE: 165/165
WE: 10/10


Enemy Team

Crazy Cannon B (Level 1) (Active)
LE: 20/55

Crazy Cannon C (Level 1)
LE: 55/55

Ribbitron A (Level 1)
LE: 50/50

Ribbitron B (Level 1)
LE: 50/50

Ribbitron C (Level 1)
LE: 50/50

Crazy Cannon A (Level 1)
LE: 0/55


Spinstrike

Proto Man is switched out to put Mega Man in the active slot!
Met A attacks Mega Man with Met Shot!
Mega Man loses 4 LE!
Mega Man attacks Met A with Hyper Bomb! -4 WE
It's super effective! Met A loses 32 LE!


Your Team

Mega Man (Active)
LE: 96/100
WE: 7/10

Proto Man
LE: 100/100
WE: 10/10

Cut Man
LE: 100/100
WE: 10/10

Guts Man
LE: 100/100
WE: 10/10

Crash Man
LE: 100/100
WE: 10/10

Flash Man
LE: 100/100
WE: 10/10

Top Man
LE: 100/100
WE: 10/10

Spark Man
LE: 100/100
WE: 10/10

Enemy Team

Met A (Level 1) (Active)
LE: 18/50

Met B (Level 1)
LE: 50/50

Met C (Level 1)
LE: 50/50

Met D (Level 1)
LE: 50/50

Met E (Level 1)
LE: 50/50

Met F (Level 1)
LE: 50/50

Met G (Level 1)
LE: 50/50

Met H (Level 1)
LE: 50/50
^ Top
 
Contributor
Spinstrike
3,858,947 BP
6 TP | 262 PP
Posted on September 8th, 2014 at 6:33pm
Posted 2014/09/08 at 6:33pm
#7
Mega Man! Use Hyper Bomb again!
^ Top
 
Beta Shadow
14,987,917 BP
39 TP | 3363 PP
Posted on September 8th, 2014 at 6:42pm
Posted 2014/09/08 at 6:42pm
#8
This shall be my team:

Cut Man:
Abilities: Buster Shot, Light Buster, Rolling Cutter, Rising Cutter, Ice Slasher

Crash Man:
Abilities: Buster Shot, Wily Buster, Hyper Bomb, Danger Bomb, Crash Bomber, Bubble Bomb

Snake Man:
Abilities: Buster Shot, Wily Buster, Search Snake

Pharaoh Man:
Abilities: Buster Shot, Cossack Buster, Fire Storm, Fire Chaser, Pharaoh Shot

Charge Man:
Abilities: Buster Shot, Wily Buster, Fire Chaser, Quick Boomerang, Top Spin

Wind Man:
Abilities: Buster Shot, Wily Buster, Air Shooter, Dust Crusher

Turbo Man:
Abilities: Buster Shot, Wily Buster, Fire Chaser, Quick Boomerang, Top Spin

Concrete Man:
Abilities: Buster Shot, Light Buster, Oil Shooter, Oil Slider, Bubble Lead, Drill Blitz
^ Top
 
Tobyjoey
14,587,937 BP
7 TP | 412 PP
Posted on September 8th, 2014 at 7:37pm
Posted 2014/09/08 at 7:37pm
#9
I guess I will just do another Oil Slider.
^ Top
 
Shadownnico
19,894,311 BP
13 TP | 182 PP
Posted on September 8th, 2014 at 7:48pm
Posted 2014/09/08 at 7:48pm
#10
I'll keep using Bubble Lead against the active enemy robot until either Drill Man's health is critical or all the enemies are dead
^ Top
 
TailsMK4Omega
11,986,599 BP
20 TP | 467 PP
Posted on September 15th, 2014 at 11:31pm
Posted 2014/09/15 at 11:31pm
#11
I'll get back to this sometime this week, just wanting to double check to make sure the current system I got is manageable (and see if I can do some programming on the side to make determining damage and such easier to do, and perhaps actually have a fairly consistent "Random" Number Generator to determine dropped items and criticals), and BitMan, is your movement set final? You can have up to 8 abilities per robot. If you're fine with what you got, then I'll add you in.
^ Top
 
Beta Shadow
14,987,917 BP
39 TP | 3363 PP
Posted on September 16th, 2014 at 6:51am
Posted 2014/09/16 at 6:51am
#12
Sure, I'll go with my moveset.
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on May 22nd, 2020 at 10:58pm
Posted 2020/05/22 at 10:58pm
#13
6 YEARS L8R. *Sees that nobody cares anymore* (Plays Depressing Kazoo Song)
^ Top

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