Seijiro Mafuné
Diogomainardista!
MEGA MAN ZERO 5 – REVIVAL OF THE FALLEN
Three months have passed since the defeat of Weil and the disappearance of Zero, dead or disappeared. Neo Arcadia has finally cut off the Resistance’s previous label as Maverick, and things seemed to be developing into a peaceful world.
Only it wasn’t meant to be.
Several terrorist attacks have been happening on Neo Arcadian facilities. While there seems to be no obvious reason for the attacks, evidence seems to indicate that various Resistance members are responsible for it, despite their claims for the opposite.
Eventually, when the newly rebuilt Center of Operations is destroyed, the Resistance members are labeled Maverick and pursued relentlessly.
A week has passed since then. The remaining Resistance members are trapped in an abandoned facility, where the bodies of their previous foes lay unguarded. Pantheon troops have already initiated infiltration, and it seems that the Guardians themselves – and their armies – are coming to join the battle.
Thus, a desperate Ciel decides to break a quite ancient taboo, one that could be the only thing to save them… or to destroy them.
Revive the fallen.
-=-
Here is how the scenario is, at the starting point: the building is about to be overrun in a few minutes. Ciel and several Reploid scientists have been working to revive the Neo Arcadian Generals (Z1 and Z2), Numbers (Z3) and Einherjar (Z4). These are currently in ‘human’ bodies, although they can change into their battle forms if required.
For the character choices, there is nearly no restriction: you can be ANY Reploid that has appeared in ANY game (including those from the X series; however, you will need to explain VERY well their appearance here), as long as it’s NOT a Final Boss, X, Copy X Mk. 3, Phantom, or Kraft. You can also be a custom Reploid, if you want… but make sure to explain it well.
And yes, that means you CAN be Zero. Joy, huh?
-=-
CHARACTER PROFILE
Rebels:
Name:
Age: (Two values. The first one is the Activated Age, which is how long you think the Reploid has been online. The second one is the Apparent Age, which is how old the Reploid appears to be.)
Gender:
Weapons:
Personal Weapon:
Specialty: (Anything can do. Just as long as it can aid your character and his allies somehow.)
Element: (You know this. Fire, Ice, Lightning, or Neutral. If you’re Zero, you get the VWS [Variable Weapons System].)
Alignment:
Description:
Personality:
Biography:
Ex-Bosses:
Name:
Age: (Same as above, but they’re technically all one year old.)
Gender:
Base Form Description: (The description for their ‘human’ form. For the Judges, it’s supposed to be the same from Z3.)
Battle Form Description: (The description for their more known battle form.)
Attacks: (Any way they can attack the opponent, outside of physical contact. EXCEPTION: If the Reploid has PHYSICAL attacks, such as lunges or stomps, they count.)
Specialty:
Element:
Alignment:
Personality:
Biography:
Guardians:
Name:
Age: (You got it… remember that these must be consistent – in my vision, they were created on the same year.)
Gender:
Personal Weapon(s):
Specialty:
Element:
Description:
Personality:
Biography:
Custom Reploids:
Name:
Age:
Gender:
Weapons/Attacks: (This is simple. Either you are animalistic or you’re humanshape. If the former, your weapons are in-built, and you only lose them by dying. If the latter, you can have outer weapons like sabers or tridents, but they can be destroyed separately.)
Specialty:
Element:
Personality:
Biography:
-=-
Personal Weapons are somewhat of a requirement. See, those are weapons that have special characteristics, that only THEY can have. They are chargeable, they are elemental, they are special. If you lose them, you can’t do these cool things anymore… and trust me, you don’t want to hurt your chances even more.
You are allowed the following weapons, each with their own characteristics:
-X-Buster Mk. 17: A plasma buster that is designed for heavy artillery. Can be charged up to lv.3. Must be installed on the user's arm, and requires a good explanation (only Pantheons usually have X-Busters).
-Buster Shot: Handheld pistol-formed gun which can fire rapid endless shots of concentrated energy. Effective against low-armored and medium-armored opponents (Mechaniloids, Pantheons, and most robots), no effect on heavily armored opponents (Armored Pantheons and up).
-VM Baton: A special vibrating baton, with a monofilamentar cover. Can be electrically charged. Useful against weaker opponents, but not very good against bosses.
-Y-Shield: A massive shield which can absorb bullets and even small explosions. Can be big enough to cover the whole front of a normal-sized Reploid, but the size can be adjusted with a control-panel on the back.
-Shield Boomerang: A small circular plasma-shield which can be launched in front of you to cut through oppnents and return to your hand. Can reflect plasma-bullets.
-v7-grenades: Grenades that can create a powerful blast, strong enough to break through thin steel-walls. A Reploid can only carry six at a time, but Cerveau has a good stock in case of emergency.
-Plasma Gun: Handheld modern cannon-formed gun which shoots bullets of concentrated plasma. Very effective against all enemies (not too effective on elemental bosses) but needs to recharge battery five minutes after 30 shots. Can be overloaded normally, but it will burn a whole battery at once.
-Plasma-radar: Scans surroundings for plasma in open air. Has a screen which shows you and the plasma. Radius: Ten meters, in a circle.
-Chain Rod: A special plasma whip that can be used to either strike or capture enemies. Can pull most opponents.
-Buster Shot: Handheld pistol-formed gun which can fire rapid endless shots of concentrated energy. Effective against low-armored and medium-armored opponents (Mechaniloids, Pantheons, and most robots), no effect on heavily armored opponents (Armored Pantheons and up).
-VM Baton: A special vibrating baton, with a monofilamentar cover. Can be electrically charged. Useful against weaker opponents, but not very good against bosses.
-Y-Shield: A massive shield which can absorb bullets and even small explosions. Can be big enough to cover the whole front of a normal-sized Reploid, but the size can be adjusted with a control-panel on the back.
-Shield Boomerang: A small circular plasma-shield which can be launched in front of you to cut through oppnents and return to your hand. Can reflect plasma-bullets.
-v7-grenades: Grenades that can create a powerful blast, strong enough to break through thin steel-walls. A Reploid can only carry six at a time, but Cerveau has a good stock in case of emergency.
-Plasma Gun: Handheld modern cannon-formed gun which shoots bullets of concentrated plasma. Very effective against all enemies (not too effective on elemental bosses) but needs to recharge battery five minutes after 30 shots. Can be overloaded normally, but it will burn a whole battery at once.
-Plasma-radar: Scans surroundings for plasma in open air. Has a screen which shows you and the plasma. Radius: Ten meters, in a circle.
-Chain Rod: A special plasma whip that can be used to either strike or capture enemies. Can pull most opponents.
For the Personality and Biography fields… I have one thing to tell you. I am not one of the biggest MMZ experts, but I do know my lore. If you put something that is slightly wrong, I’ll tell you where the mistake is. If you put something that’s a tad more wrong, well… I’ll have to correct you.
Alignment is complicated. All Rebels are aligned with Ciel, just like all Guardians are aligned with Neo Arcadia and X. The Generals can either be allied to the Resistance or their commanders. The Judges were aligned to X; whether they are still aligned to him or not is up to you. Finally, the Einherjar have no official alignment, so you can choose any.
However, all but the Rebels have one similar objective… they want to fight Zero.