Ryuusei no Rockman RP standardized guidelines

Role

Fanfic Writer & RPer
Returning Member
Ryuusei no Rockman RP standardized guidelines

Because everyone has their own idea of how things should work, thanks to a certain Topic Starter that didn't define much, this thread will discuss how things are to be done. With this standardization, we can keep things consistent within the RP. The flow of posts will be the following:

1st post: Introduction
2nd post: Character Profiles and Layout
3rd post: Battle Mechanics
4th post: Other odds and ends

Please do not post before I'm done. I'm not admin here, so I can't move or delete that post, and it'd screw up the flow of things. This line will be removed upon the 4th post...
 

Role

Fanfic Writer & RPer
Returning Member
CHARACTER PROFILES AND LAYOUT

Character profiles have been, well, variable. And since everyone said to leave it to me, we'll use my formatting style as a means of standardization.

An important thing to keep in mind: Due to the forums, if something requires multiple spaces, such as to line things up, or to maintain the 10 character card name restriction, if multiple spaces are needed, instead of typing multiple spaces, which the forums will change to a single space, alternate between periods and spaces (example: . . Name). Since fields are fixed width (FixedSys font), they will line up perfectly. Also take note that the font Courier New has the same spacing as FixedSys, but the dot-space becomes less noticeable than if you were to have it in a single font, and thus a little easier to read. It's not required, just suggested.

The reason FixedSys is used, rather than Courier New, is because it already looks bolded, whereas Courier New hardly shows any difference between regular and bold. This way, it's easier to see the difference between the field name and the field entry.

Also, the standard font is Verdana, so apart from the field names and a few other things in fixed width font, switch back to Verdana (or if you're using the forum's editor mode, just use [/font] at the end of the formatted text).
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Character:

. . . .Name:
. . .Gender:
. . . . Age:
Personality:
. Residence:


Partner:

. . . .Name:
. . . .Home:
Personality:


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Denpa-Human:

. . . . . . . Name:
Points of interest:


Stats:

. . Level:
. .Max HP:

Your level is the level of the bond between you and your Partner. HP is the strength of that bond. When HP hits 0, you separate, as the bond has been weakened to the point of being severed, and must recover. The bond's power is increased globally as the story continues. After certain events, EVERYONE'S level will increase by 1. This is reflected by an increase of 10 HP per level. HP can also be affected by equipment and brotherbands. Equipment serves to reinforce the bond. As the strength of the bond between two brothers increases, it has an affect on the bond between you and your partner. The specifics of how much is determined by your GM.

. .Charge:
. . Power:
. . Rapid:

Each character has a base stat for Rate of Charge, Power of Attack, and Speed of Attack. These stats can be increased by equipping various things. However, equipment that is of no use to your character (example: Giving GoddessNova a denpa sword), will have no affect.

Equipment:
. .Effect:

Another important thing to realize is what equipment can do. It can do one of FOUR things:

Shield/Increase HP - Examples of this type include equipment that reinforces the bond between you and your Partner, or provides an automatic barrier upon going denpa-human. making you harder to take down. Defense based.

Increase 'buster' stats - This type can increase the power of your 'buster', allowing you to use to greater effect. Attack based.

Add 'buster' effect - This type can change the properties, area of effect, or even element of your standard buster shot or its charged shot. Support based.

Enhance folder capacity - This type of equipment will affect your card folder. It can do a variety of things, such as allow up to 4 of one type of Standard card, allow an extra Mega Card, allow 2 of the same type of mega card, or even allow an extra giga card. Folder based.

You will ALWAYS start with a base equipment that has no effect. It needs to be themed to your character.

Additional notes:

This is just other info about your character.

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Abilities:

These are the various abilities available to your character. They are more or less exclusive to your character, and are their specialty. This includes what is to be their 'Signature Move'. For example, Rockman himself is able to Form Change, and his signature move is the Form-Specific Big Bang attacks.

Other common things that can be found here are your character's versions of the Barrier and the Mega Attack/Predation.

Barriers will be of 1 of FOUR types:

Guards/Shields - These are weak to Breaking Attacks (Like Hammer)
Auras/Barriers - These are weak to Wind Attacks (Like Air Spread)
Invis/Phased - These are weak to Cursor/Auto Aiming attacks (like Voltic Eye and Stealth Laser)
Shadow/Hidden - These are weak to Sword/Bladed attacks (like WideSword)

When a barrier is hit by an attack it is weak to, the attack breaks the barrier, and hits you.

Predation/Mega Attack variants can be done differently. This depends if you are a LONG RANGE FIGHTER, like Rockman, or a MELEE FIGHTER, like that Goat-Fu guy.

Long Range fighters are the types that stay in the back row. Their version will allow them to use Melee attacks more effectively, either by turning the data into a long range attack, or by quickly moving up to the opponent for a Melee strike.

Close Range fighters are the types that move around much more on the battle field, and whom have most of their attacks work at point-blank range. Their version will allow them to better utilize close-range attacks. This includes turning the data into a melee attack, or jumping back quickly for a long-range attack.

How you approach this is up to you.

Signature Techniques are your character's specialty. This is what will be turned into battle data when you form a brotherband with someone. Since it's YOUR technique, however, you don't need the card to do it, it's something you're always able to do! However, unlike the card, which will grow in power as your level and bond increases, your technique will grow in power in a different way. This could be by equipping various things to raise attack power, or having different affects after the use of certain cards, or even having different properties depending on the terrain. The only thing that does NOT affect it, though, is your level, which affects only your HP.

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Deck:

--Color of the Card Number denotes Card Rank - Orange is Standard, Blue is Mega, Red is Giga, Black is White Card.
--Card Numbers are in FixedSys font. Card names are in Courier New. Names are surrounded by brackets ([]) and are EXACTLY TEN CHARACTERS WIDE. This is actually easy to do, since they're already like that in the game. The only issue you may have is when there's less than 9 character. In that case, use the dot-space method to fill it in, starting with the space.
--** at the end denotes Favorite.
--There are 30 cards to a folder, as well as 3 Star cards (marked with *1, *2, and *3). For the sake of using characters you can use in real life (since there is no 1*, 2*, or 3* character), use the lowercase letters for alpha, beta, and gamma: α β γ. The position of Alpha, Beta, and Gamma, is ALWAYS the tenth character in the card.
--You may only have Card-bearing brotherbands with other players. This means that even if you have a brotherband with an NPC, you'll get nothing from it. However, players have their own pre-determined Card sequences that will be randomly selected when the brotherband card appears in the folder. NOTE FOR GMS: There is a section in the battle post you need to look at regarding how to use Brother Cards.
--Up to six Favorite cars can be chosen at any one time.
--Cards may be sorted in any order you choose, but they must be numbered, not only to keep track of how many you have, but also so the GM can do RNGs to determine your card setup much easier.
--Though it is optional, you may color the card itself to reflect its element. Note that because colors such as Yellow are hard to see, though, that you will need to manually enter its value. Color values are as follows:
Code:
Heat: [color=#FF0000] or [color=red]
Wood: [color=#008000] or [color=green] 
Elec: [color=#BBBB00] 
Aqua: [color=#0000FF] or [color=blue]
An example of the layout is provided below:


01[Cannon . .]**
02[Cannon . .]
03[Cannon . .]
04[AirSpred1 ]**
05[AirSpred1 ]
06[AirSpred1 ]
07[HeatBall1 ]**
08[HeatBall1 ]
09[HeatBall1 ]

10[PlsmaGun1 ]**
11[PlsmaGun1 ]
12[PlsmaGun1 ]
13
[Gatling1 .]**
14
[Gatling1 .]
15[Gatling1 .]
16[Recover10 ]
17[Recover10 ]
18[Recover30 ]**
19[Recover30 ]
20[Barrier . ]
21[Barrier . ]
22[Invisible ]
23[IceStage .]
24[IceStage .]
25[GrassStage]
26[GrassStage]

27[ParlyzPlus]
28[ParlyzPlus]
29[Attack+10 ]
30[Attack+10 ]
*1[HeatBall1β]
*2[Gatling1 α]
*3[----------]
BB[EngmaSprnl]

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Brother Card:

Depending on your level, when your brother has your brother card come up in his/her folder, a random card of the six provided for that level will be selected. Of those six, one of them is ALWAYS your Mega Card. The other five are up to you to choose, HOWEVER, they must reflect your level in terms of strength. As always, cards are in the Courier New font, and Fields in the the FixedSys font.

Level 01 - 20: ALL of these MUST be no higher than first tier within the card family. Mega Card is the standard Mega Card.
Level 21 - 40: All of these MUST be no higher than second tier within the card family. Mega Card is the EX/V2 card.
Level 41 - 60: Cards may go up to third tier in power. Mega Card is the SP (minimum power)/V3 card.
Level 61 - 80: All standard cards available for choosing. You can also provide a chose of card selection between two types (such as Long Range or Melee). Mega Card is the SP(Medium Power)/V4 card.
Level 81 -100: Selection is the SAME as the level 61-80. The only thing that has changed is the power of the Mega Card, which is now the SP(Maximum)/V5 card.



Mega Card: Your Mega card is the card that contains your Battle Data for use by another person. As such, it does not summon you to the battlefield, per se, but rather invokes the power of your battle data. In otherwords, it's your signature move, but in card form. Unlike in the videogames, where that data shows up and attacks, in the RP, it is the person who uses the card that uses the signature technique. For instance, if you were to use a [TrbKngRMSP] (Tribe King Rockman SP) card, rather than Tribe King Rockman poping up and attacking, you will use his Singature move, which is his Link Force Big Bang attack: Czar D Breaker, yourself. It is up to you what your special attack is, but keep in mind, it has to be something you can actually do (for example, Goddess Nova's signature ability is Goddess Aid. As such, her card boosts the power of the cards for the user, depending on a bit of randomization).

There should be FIVE ranks of power for your card, and it should be BALANCED. Your card cannot cause crap like instant KO or something, nor can your basic/V1 card to 400 damage or something overpowered like that. Use pre-existing cards for references as to what your card can do.

Also, if you'd like an ASCII table like the one I made for my character, Goddess Nova, PM me the info and I'll make one for you to edit in. Keep in mind, though, that ALL of an ASCII table has to be fixed width to look good. Courier New is the preferred font for ASCII tables.


By the way, Mega Cards cannot be used by those whom's data they are of. They will go poof when they would try (like how when Rouge form uses a Mega Card, it just poofs away).

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Copy Paste Script. Just like every other time I do this, I am providing a copy paste script with CODE ALREADY INCLUDED. This means you have NO EXCUSE, and that if this was RPoL, not using the correct format would cause me to show you the door.

Also note that because this forum base thingy is giving me issues (you know, like FORMATTING TEXT INSIDE A CODE TAG, grrr!), make sure when you copy paste it you're in the dynamic mode thingy (the one where you can see the formatting, rather than the tags). If you wanna do stuff like element colors, though, you'll need to go to tag mode after pasting.

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Character:

. . . .Name:
. . .Gender:
. . . . Age:
Personality:
. Residence:


Partner:

. . . .Name:
. . . .Home:
Personality:


--------------------------------------------------------------------------

Denpa-Human:

. . . . . . . Name:
Points of interest:


Stats:

. . Level:
. .Max HP:

. .Charge:
. . Power:
. . Rapid:

Equipment:
. .Effect:

Additional notes:

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Abilities:

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Deck:


01[]
02[]
03[]
04[]
05[]
06[]
07[]
08[]
09[]

10[]
11[]
12[]
13
[]
14
[]
15[]
16[]
17[]
18[]
19[]
20[]
21[]
22[]
23[]
24[]
25[]
26[]
27[]
28[]
29[]
30[]
*1[]
*2[]
*3[]


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Brother Card
:

Level 01 - 20: info
Level 21 - 40: info
Level 41 - 60: info
Level 61 - 80: info
Level 81 -100: info


Mega Card:

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Role

Fanfic Writer & RPer
Returning Member
BATTLE MECHANICS

Oh joy. This is why this thread was made in the first place, everyone had their own version. Instead of comprising to a mutually agreed method of executing battle, they just said they'd go with mine. Meaning, they have no excuse if they don't like it, since they just left me to do it. So then, here's my version of the battle system, now known as the OFFICIAL version of the battle system.

Let's start with the basics, shall we? The layout.

Your HP: 100/100
MetennaA: 40/40
MetennaB: 40/40
MetennaC: 40/40
[X][X][m]
[X][
m][X]
[
m][X][X]
[X][X][X]
[X][
B][X]
B = Bob the Super Denpa Dude
m = Metenna
Active
Defeated

Cards:
[Attack+10 ][PlsmaGun1 ][ParlyzPlus]
[WideSword ][PlsmaGun1 ][Attack+10 ]


Hey, guess what? FIXED WIDTH SPACING IS YOUR FRIEND! GMs, if you don't use it, it will look like crap! I guarantee you! For this, the best font for the job in this case is Courier New. There is one exception, but we'll get to that in a sec. Now then, see the formatting? Here, let's look at it -

Denpa Person's HP: X/Y
Enemy1: X/Y
Enemy2: X/Y
Enemy3: X/Y
[ ][ ][E]
[ ][
E][ ]
[
e][ ][ ] <- General Positions, in Courier New font
[ ][ ][ ]
[ ][
B][ ]
B = Bob the Super Denpa Dude
e = standard enemy
E = giant enemy
E = Denpa Human enemy
Active
Defeated

Cards:
[Attack+10 ][PlsmaGun1 ][ParlyzPlus] <- Cards in Courier New
[WideSword ][PlsmaGun1 ][Attack+10 ] <- so it's easier on them


So the field and cards are in Courier New so that everything lines up nicely. Active combatants are in BLUE, whereas defeated combatants are in RED. There is also notation at the bottom showing this, as a reminder.

Now then, formatting for enemies:

The first letter of the character/enemy's name is always used. The formatting of this depends on one of THREE things:

Standard Enemies are lowercase.
Giant Enemies are UPPERCASE.
Denpa-Humans are UPPERCASE and bold

"Hey, but you said in your last post that Courier New doesn't show up well bold!"
It doesn't, but I also said that FixedSys is the same size and give a bold appearance, even when not in bold. So instead of bolding it on the field, which needs to be fixed width, it should be changed to FixedSys font. HOWEVER... In the notation beneath, it should but be CAPPED and bolded.

When a combatant (enemy or ally) is defeated, in the next pulse their notation will turn red. In the pulse after that, they will not be represented.

What about Terrain?

[ ][ ][E]
[ ][
E][ ]
[
e][ ][ ]
[x][x][x]
[ ][
B][ ]
B = Bob the Super Denpa Dude
e = standard enemy
E = giant enemy
E = Denpa Human enemy
x = Cube of Ice
x = Junk Cube
x = Rock

See those colors? You know, the ones on the brackets? That shows what terrain is on the field.

Green is Grass. 2x damage from fire, gradual healing for Wood element
Purple is Poison. HP drains when on them.
Orange is Stun. When hit on one, paralysis affect is triggered.
Brown is Sand. Barriers/Guards are disabled. Wind attacks will do double damage on these panels.
Aqua is Ice. Elec does double damage, if hit with water it freezes you, and it's slippery. Only Aqua element or floating will not slip on it.
Red is Anti-Elemental. If you attack something on that panel with Heat, Aqua, Elec, or Wood, you will receive the damage of the attack instead.
Grey is Anti-Weaponry. If you attack something on that panel with a Sword, Cursor, Breaking, or Wind attack, you will receive the damage of the attack instead.
Yellow is a Holy Panel. On that panel, you will take less damage.

Only the brackets will be colored, though. Be sure to notate what color is what to remind them what it is!

Keep in mind, a panel is not literal. Rather, it's an area. You don't move from one panel to another, you move in terms of feet and yards (or meters, if that floats your boat). Think of the terrain on the panel like a patch of land. For example, for Grass, it'd be like for that area the grass is up to your knees or something. For sand, you're walking on a sandy area, and can't keep a good footing to defend. For stun panels, you'll feel your hair stand on end, like when the air is staticy. Similar things are true of other panels, as well.

As such, also keep in mind that Obstacles can be used strategically! Obstacles are shown as a little x. The color indicates the type.

Black is a rock. They cannot be moved, but can be broken with a breaking attack.
Aqua is a Cube of Ice. They can be moved by striking them with a fist chip or ability, and do 200 Aqua Element damage when they collide with an enemy. They can also be broken with a breaking chip.
Brown is a Junk Cube. They can be moved by striking them with a fist chip or ability, and do 200 Break Element damage when they collide with an enemy. They can be shattered with a cursor type chip.

Be sure to notate what they are at the bottom, and keep them colored!


As for the cards, keep them in their 10 character limit, in Fixed Width so they line up correctly, and color them according to:

Black - White, Favorite, and Brotherband Cards
Orange - Standard Cards
Blue - Mega Cards
Red - Giga Cards

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Card Stuffs.

Yay. This is EXACTLY why I told everyone to number their cards. Now the GM can have a much easier time selecting cards at random. The first time this happens is the first time cars load - When you denpa-henkan. However, it doesn't show up until the first time you battle while a Denpa Human. As such, when entering the first battle, six cards are selected at random. A card that has already been selected cannot be selected again, so each card must be rolled for individually using an RNG. This is easily done by the following process:

where X = number of cards. At first this is 30. Up to 3 more can be added, one for each *card. 1 card for each PC Brotherband.

1st card = RNG of 1dX
2nd card = RNG of 1dX-1, where 1st card is not counted.
3rd card = RNG of 1dX-2, where previous cards are not counted.
and so on until
6th card = RNG of 1dX-5, where previous cards are not counted.

As battle ensues, additional cards are loaded for each turn. This means that at the next turn, you'll be rolling for the 7th, 8th, 9th, etc... cards. The number you need is equal to the number that were selected in the previous turn. If you run out of cards, no more cards can be selected.

AFTER battle, the cards are reset. HOWEVER, the cards already loaded remain. This means that what is left is ready for use in the next battle, and by using the RNG, the GM will need to fill in the rest of the 6 spots, as if setting up for a new battle. Should the new battle come to fruit, then you already have a group of 6 cards ready.

IMPORTANT: IF a brother card is selected at the RNG, you must do a 1d6 to determine what card roulette showed up as. Also note the brother card itself is not actually a card, but is essense of the bond between brothers, manifesting itself in card form.

Cards are drawn across. This means:

[FirstCard ][SecondCard][ThirdCard ]
[FourthCard][FifthCard ][SixthCard ]

Also, at each new turn, the cards not selected before shift to the left. New cards are added across. So if First, Third, and Fifth were used (assuming two of them were white cards), the result would be:

[SecondCard][SeventhCrd][EighthCard]
[FourthCard][SixthCard ][NinthCard ]


Example: (using the sample card list above)

1st card - 1d33 rolled, got 13. [Gatling1 .]**
2nd card - 1d32 rolled, got 4. [AirSpred1 ]**
3rd card - 1d31 rolled, got 6. 4 ignored. 7. [HeatBall1 ]**
4th card - 1d30 rolled, got 16. 4, 7, 13 ignored. 19. [Recover30 ]
5th card - 1d29 rolled, got 21. 4, 7, 13, 19 ignored. 25. [GrassStage]
6th card - 1d28 rolled, got 23. 4, 7, 13, 19, 25 ignored. 28. [ParlyzPlus]

Card layout is:

[Gatling1 .][AirSpred1 ][HeatBall1 ]
[Recover30 ][GrassStage][ParlyzPlus]


Gatling1, ParlyzPlus, GrassStage, and HeatBall1 are selected. Battle Reaches turn 2.

4 cards used last turn, 4 new cards selected.

1st card - 1d27 rolled, got 21. 4, 7, 13, 19, 25 ignored. 26. [GrassStage]
2nd card - 1d26 rolled, got 6. 4, 7 ignored. 8. [HeatBall1 ]
3rd card - 1d25 rolled, got 17. 4, 7, 8, 13, 19 ignored. 22. [Invisible ]
4th card - 1d24 rolled, got 17. 4, 7, 8, 13, 19, 22 ignored. 23. [IceStage .]

Card layout is now:

[AirSpred1 ][GrassStage][HeatBall1 ]
[Recover30 ][Invisible ][IceStage .]

Invisible, AirSpred1, and HeatBall1 are used. Battle ends. Cards are reset, holes are filled.
Three cards remain (26, 19,and 23), three new are drawn.

1st card - 1d30 rolled, got 19. 19 ignored. 20.
[Barrier . ]
2nd card - 1d29 rolled, got 18. [Recover30 ]**
3rd card - 1d28 rolled, got 16. [Recover10 ]

Card layout in case of next battle will be:

[GrassStage][Barrier . ][Recover30 ]
[Recover30 ][IceStage .][Recover10 ]

If you need a Random Number Generator, I personally use Rautha's Dice Roller. It's nothing really special, but it does what it needs to. Google it to find it.

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Okay, notation was easy. Here's the more... difficult part. Pulses and Turns.

A TURN is the time between card draws.

A PULSE is a standardized period of time in combat. There are several pulses within a turn. For example, in old school turned based RPGS like Final Fantasy, it's One Round. This means that when you select your cards for use in combat, they will carry over from one pulse to the next, until the turn is finished.

There are three types of battles, each with their own Pulse/Turn ratio.

STANDARD BATTLES are those random battles against weaker enemies. The pulse/turn ratio is 2/1, meaning every THREE pulses, a turn will be concluded. Turn-Pulse-Pulse, Turn-Pulse-Pulse, etc...

BOSS BATTLES are battles against a Denpa Human. Humans are smarter than basic viruses (usually) and make for more difficult, faster-paced opponents. As such, this is reflected by having more pulses to a turn. Specifically, it's a 4/1 ratio, meaning every FIVE pulses, a turn will be concluded. Turn-Pulse-Pulse-Pulse-Pulse, Turn-Pulse-Pulse-Pulse-Pulse, etc...

CLIMAX BATTLES are Final-boss type battles. They also mark the end of a person's "Story Arc", and the transition to a new one. These battles, as they are more difficult than boss battles, will have a 6/1 Ratio, meaning every SEVEN pulses, a turn will be concluded. Turn-Pulse-Pulse-Pulse-Pulse-Pulse-Pulse, Turn-Pulse-Pulse-Pulse-Pulse-Pulse-Pulse, etc...

So then, what does this mean? It means you have to follow rule 5: PLAYERS MUST ACKNOWLEDGE CORRECT PASSAGE OF TIME. If you use all your cards right off the bat, you had no time to move or aim. This forces you to actually roleplay, rather than just say what you do. This also gives the enemy a fighting chance, and encourages more use of strategy in battle. Overall, the Pulse/Turn system will only improve the RP, and keep it from being a mindless kill-fest.

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What's okay, and what's not.

Enigma, forgive me for doing this, but I'm using you as an example.

I will equip PlasmaGun1, LongSword, and Recover10. Stun attack again, dashing left and right continually. When he gets stunned, hit him with the PlasmaGun1, lock on and hit him with the LongSword. Recover10 then pull out my staff. I now use melee attacks which have a x10 multiplier to my standard attack, which means 20 damage per hit. Dash left and right, but hit upon opportunity. Dematerialise when he comes in close.
Let's brutally rip this to pieces, shall we? ^-^

Notice how the ENTIRE thing ain't in character. What's more, he goes off and uses all the cards at once, and instead of taking the action/reaction approach, he shows a strategy. That won't fly. In fact, it's the reason for shifting to the Pulse/Turn system. Let's look at what it should be!

As Paladin Holy attacks, Enigma leaps back and phases out just in time, the attack passing through him. Quickly choosing the PlasmaGun1, LongSword, and Revovery10 cards, Enigma turns back and faces Paladin Holy, sending a cluster of three stun shots his way, following it up by firing the Plasma Gun.
Notice how everything flows better? And how overall, it's more fun to read? Also notice how it gives Paladin Holy a chance to react and attempt to dodge the attacks. Overall, this kind of thing encourages good roleplaying, and as such, when you DO enter a fight, try not to win, but instead to tell the tale of a good battle. It'll look and sound cooler that way, and be much more enjoyable overall.
 

Role

Fanfic Writer & RPer
Returning Member
OTHER ODDS AND ENDS

Yay, fun stuff! Okay, this is various odds and ends that will show up in the RP. As of this moment, the only thing we've got is MYSTERY DATA (woo!). As such, here's the list of various types and what they do.

RED Data. This is by far the most common. This is data that was created due to the distortion caused by battle. Yes, that's right, it's the BATTLE REWARDS! This is either Zenny, a Bond Repair (healing), or card data. How much Zenny or what card data you get depends on what you fought. Bond Repair shows up sometimes when you're at critical heath.

BLUE Data. If blue data is mentioned in your area, it's first come, first serve. Whoever gets to it first. And BE FAIR ABOUT IT! What's in blue data? Depends on the point in the story you're at. Basically, as the story progresses, and everyone levels up, so to does Blue Data, and better stuff can be found inside. This is either Zenny or a card, but is NEVER a Mega or Giga card unless it was protected.

GREEN Data. Green data is just like blue data, however, instead of first-come first-serve, it's one-per person. So if there's green data in the area, you can only get it once, but each person is able to get it. Even WITH protection, you cannot find Mega or Giga cards in Green Data. Unlike Blue data, however, some of them contain Trader Tickets.

GOLD Data
. Gold data is character-specific data. If this data shows up, you can examine it all you want, but if you're not the character it was meant for, it is intangible. Meaning, you can't get it. This is usually some kind of character-specific equipment.

PURPLE Data. Purple data is protected data. Under the protection is either BLUE, GREEN, or GOLD data, but without the use of an Unlocker to remove the protection, what it is cannot be seen. Things that have protection are better than things that do not! After the story reaches the point where people are level 30, Mega Cards can be in Protected Blue data, and after level 60, Giga Cards may be found. Overall, though things that are protected are stronger than things that are not.



Ticket Traders, and Trader Tickets. Because this is an RP, not a video game, it's impractical to have people virus busting to make use of the Card Traders. As such, they've poofed. Not-existing in this game. Instead, you get Ticket Traders. If you find a Trader Ticket, taket it to a Ticket Trader and you'll be rewarded with a random standard card. This is PURE RANDOM. A list of standard cards is being compiled so that GMs can use an RNG to show the returns on the trade. The list will be edited in later.



The Eleven Elements of the Network Series

These elements evolved and finally culminated to their current status after Rockman.EXE 6. Two of them do no damage, and are purely supportive by nature. One of them has no particular properties. The remaining eight are separated into two cycles.

Neutral Elements

NetworkElemPlus.png
Plus - Plus Parts Element - This element is useless on its own. However, when used in conjunction with other cards, it can improve them. Denpa-Beings may not be of this element, though their representative Mega Cards may.
NetworkElemObjc.png
Objc - Object/Summon Element - This element is the element of objects on the field, such as Rocks and Cubes. It is instantly defeated by the Breaking element. Denpa-Beings may not be of this element, though their representative Mega Cards may.
NetworkElemNull.png
Null - Null Element - No special properties. No strengths, no weaknesses. Does not benefit from any panels.

Nature Cycle

NetworkElemHeat.png
Heat - Heat/Fire element - This element is the element of flames and heat. It burns Wood, but is extinguished by Aqua. It has double effect on Grassy panels, and Denpa-beings of this element are immune to Lava panels.
NetworkElemAqua.png
Aqua - Aqua/Ice element - This element is the element of water and ice. It extinguishes Heat, but is trumped by Elec. It freezes when it comes in contact with Frozen panels, extinguishes Lava Panels, and Denpa-beings of this element don't slip on Frozen panels.
NetworkElemElec.png
Elec - Elec/Thunder element - This element is the element of electricity and thunder. It trumps Aqua, but is shorted out by Wood. It ravages anything trapped in bubbles or standing on ice, and Denpa-beings of this element are un-affected by stunning panels.
NetworkElemWood.png
Wood - Wood/Plant element - This element is the element of wood and plantlife. It shorts out Elec, but is burned by Heat. Beings of this element gradually recover HP when standing on a Grassy panel.

Weapon Cycle

NetworkElemSwrd.png
Swrd - Sword/Blade element - This element is the element of swords and blades. It slices through wind, but is broken by breaking attacks. Swords also pierce through and remove shadows.
NetworkElemBrak.png
Brak - Breaking/Crushing element - This element is the element of breaking, crushing, and smashing attacks. It breaks Swords, but is routed by Cursor attacks. Breaking attacks also pierce through and remove shields and guards.
NetworkElemCurs.png
Curs - Cursor/Target element - This element is the element of cursors, targets and marksman-type attacks. It routes Breaking attacks, but is foiled by Wind. Cursor attacks also pierce through and remove Invis and Hiding.
NetworkElemWind.png
Wind - Wind/Air element - This element is the element of wind and air-based attacks. It foils Cursor attacks, but is sliced through by Swords. Wind also pierces through and removes auras and barriers.


ALL attacks have two elemental attribute slots. However, these two slots may be the same or different, depending on the chip. Some elements often appear together, such as Elec with Curs, and Wood with Wind. The order the elements are listed are the same as the order they are listed above.

Several examples of cards are given:

[Canon . . ]
NetworkElemNull.png
NetworkElemNull.png

[ElecGrnde ]
NetworkElemElec.png
NetworkElemElec.png

[AirSpred1 ]
NetworkElemWind.png
NetworkElemWind.png

[BlazngEdge]
NetworkElemHeat.png
NetworkElemSwrd.png

[Aqua +30 .]
NetworkElemPlus.png
NetworkElemAqua.png

[BreakSabre]
NetworkElemSwrd.png
NetworkElemBrak.png

[StlthLzr1 ]
NetworkElemElec.png
NetworkElemCurs.png

[DragnSkyGX]
NetworkElemWood.png
NetworkElemWind.png

[GddssNvaEX]
NetworkElemPlus.png
NetworkElemPlus.png

[ExtiMeteor]
NetworkElemHeat.png
NetworkElemBrak.png


All things have two innate elements, from attacks to denpa-beings. HOWEVER, the Null element can only be paired with another neutral element. If a card or denpa-being has two of the same element, it essentially means they are only of one element. It does NOT mean that those Denpa-beings are doubly as weak. It just means they are only of one overall element.
 

DrakeMercySP

Daedric Prince of Madness
Nice work. I don't like the battle system though. But that's just me and you guys know how to use it.
 

Role

Fanfic Writer & RPer
Returning Member
Hey, I gave you the chance to speak up and have some input into it, and you didn't say anything! You have no right to complain!
 
Thanks for the offer Role for getting me started but i think I'm gonna put that on hold for now. It seems kinda complicated and I really want to concentrate on my fic first (and other things that i need to get done) so sorry but I'll have to pass for now.

Again, thanks for the offer though.
 

Role

Fanfic Writer & RPer
Returning Member
It's only really kinda complicated if you're gonna be a GM. If you're just gonna play though, after setup, there's not much to do other than typical demi-freeform roleplaying.

I mean, the profile post is as easy as copy-paste and fill in the blank. It just has some guidelines to make sure you do it right.

The battle post is basically telling RPers: You're not actually on squares, they're just relative areas for reference. Some have different affects. Some have obstacles you can hide behind and shoot around. Just because there's an obstacle in the space ahead of you doesn't mean that it'll block all your long range attacks. It's a simple matter of not shooting right at it. And unlike the game, ranged attacks don't fire just straight ahead...

It's really simple... unless you're a GM. Then it gets a little more complicated, and that's where I had to spell alot of the stuff out. If you don't wanna do the complicated stuff, just be a player and assign someone to be your GM. Be sure to post your profile first, though.
 

DrakeMercySP

Daedric Prince of Madness
Except for th battle system of course. I had no idea, despite Enigma repeatedly telling me, how the card system works
 

DrakeMercySP

Daedric Prince of Madness
Of course I have. I just got used to certain combinations of cards, so I never really noticed when I could and could not choose a card with another.
 

Role

Fanfic Writer & RPer
Returning Member
...It uses the SAME SYSTEM. Literally, there are no differences other than the fact that you can use the cards from both games (soon to be All 3 games). However, unlike the games, there's more freedom of movement and control in the RP, since it's Semi-freeform. Think of it like being able to select the cards like usual, but being able to point and shoot where you want, rather than just straight ahead.

I'm guessing that the combos of cards you speak of is due to your advanced point in the game. Just... look at the starter decks, and you'll get an understanding of what kinds of cards you can use starting off in the RP.

During each timeskip (period between 'story events'), you'll be able to add new cards you'd have gotten between the end of the last event, and the beginning of the new one. This is on top of the cards you got while taking part in the previous event (beat some Mettennas in the last story phase? So long as you picked up the Red mystery data, you got a Ground Wave card (simulating the 'after the battle rewards')). If you sit down and think about it, it's actually a lot less complicated than it seems.
 

DrakeMercySP

Daedric Prince of Madness
In-game: I pick a set of cards

In the RP: I pick the SAME set of cards, and Enigma tells me I cannot.

That is the problem here. If I understood why, it might help. Something about rows...I think the order Enigma gave me the cards just happened to be different to the order I got them in the games, and I never really noticed what row or whatever I got the cards from. If I picked a card then I couldn't pick one I wanted to go next, I would go with something else. I just adapted to the situation, I never actually looked at WHY I couldn't pick a card, I just ignored it and got on with beating the snot out of the viruses. The cards in my deck are strong enough so that card X could replace card Y if I couldn't pick card Y. AND it usually only takes me one or two cards now, so the whole "if you chose this you can't choose that" screwball just flew out the window.

In conclusion: Tactics are not my thing, I just go with the bulldozer approach. The card choosing system should be more obvious, like it was in MegaMan Battle Network, where the chips had codes on them. Then you could, like I did in Battle Network 5 (?), and make a deck out of "S" code cards, and have huge 10-chip combos. Schweetness
 

Role

Fanfic Writer & RPer
Returning Member
Oh? What was the set? It may have been because of the RANDOM draw, it came in a different order then one you remember, but it's still random in the games.

However, more an anything, I think one of the biggest problems there was that there were no clear-set rules on anything yet. That's why this thread was created, to standardize things. Now, all you have to do is create your deck and designate your favorites. That's very likely to be why you couldn't select them -- Favorites were not taken into account. And from what I've seen the only restrictions that he had in place were the ones in the game - Vertical selection and White Cards only. Though, with the ability to select ACROSS in RnR3, and the Program Advances returning (THANK YOU, KAMI-SAMA!), things may change up a bit. From what I've heard and seen, the system in RnR3 is superior to 1 and 2, so when it comes out here in the states and we get a chance to fiddle with it, I'm sure we can update the system then.


I know, that (unicoding) was one of the things that was so awesome about EXE, and why RnR is noticeably sub-part to it as a series. I think we can all agree that the battle system in EXE was by far superior to RnR.
 

DrakeMercySP

Daedric Prince of Madness
Sword and Cannon. I distinctly remember being able to pick those two in game, but I'm pretty sure Enigma just gave me them in a diff order so I couldn't pick them. And yeh, EXE definately had a better battle system. After playing RnR2 for a while, I remembered my copy of DoubleTeam DS I had. I booted that up and the first thing I did was get killed by viruses. The movement in the combat system of RnR was INGRAINED into my memory, so I had NO idea what to do. AND THEN I didn't know what chip I had selected, coz they are just little pixels above MegaMan's head. Still, I reckon they were awesome games.
 

Aurora Tenkara

Caught by an angel!
The thing is the rules for picking cards in game constantly changes, cause in SF1 and SF2 you can only choose the same collums, which is what I was going by. Then when you get StarForce or TribeKing, you can choose the same row too. That is why everyone is confused.
Regardless of what you choose in the game, what you can choose always changes, and I tried to make that apparent. However nither you or Galikan picked up on it, so I guess it is failure on my behalf. Nevertheless, It still does not meen I am wrong.
Now the system has changed again in SF3. This time it is very complex, so I suggest we stick to SF1&2
 

Role

Fanfic Writer & RPer
Returning Member
That would probably be because of the following setup:

[Canon . . ][??????????][??????????]
[Sword . . ][??????????][??????????
]

Which you had gotten before, versus:

[Canon . . ][??????????][??????????]
[??????????][Sword . . ][??????????]


Which is similar to what he gave you.

According to battle mechanics, unless ONE OF THEM was a favorite card (which hadn't yet been implemented in the RP], thus turning them white, which is basically like a * Chip from EXE, then you couldn't select them. Think of it like this:

[CardType A][CardType B][CardType C]
[CardType A][CardType *][CardType C]


When you think about giving them 'Card Codes', it'll be affected purely by their position. Like in EXE, you have to choose the same type, the same code, or a *. Unlike EXE, you can ALWAYS choose a *.

Like I said, when that happened, there wasn't clearly defined rules on this, and you'd have probably had one of them be a white card.
 

DrakeMercySP

Daedric Prince of Madness
That would probably be because of the following setup:

[Canon . . ][??????????][??????????]
[Sword . . ][??????????][??????????]

Which you had gotten before, versus:

[Canon . . ][??????????][??????????]
[??????????][Sword . . ][??????????]

Which is similar to what he gave you.
exactly. Still, I dont think I HAVE any white cards, that i know of anyway...
 

Role

Fanfic Writer & RPer
Returning Member
Well, in that case, you need to put your profile up. Put down what your favorite cards are, and then when they are selected, the GM will show it by putting the card in a Black Color (white doesn't show up well), rather than an Orange color.
 
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