This is where you equipt your character. You do this by spending whatever points you have left over from Step 3. There are different kinds of things you may purchase: Weapons, Accessories, Special Abilities, etc. If you get nothing then your character will start out unarmed, though you will have the chance to acquire items in the course of the game. Remember to keep track of how many points everything costs because you will be required to include that when you submit your stats.



Equipment

Primary Weapon - Every character has one primary weapon. It is the weapon that they are most skilled with and use most often. The primary weapon that is most common among reploids is the standard issue plasma cannon (or MegaBuster). If you choose that to be your primary weapon then you get it for free. However, if you want your character's primary weapon to be something else then you must pay 10,000�.

Secondary Weapons - Secondary weapons are every weapon that your character carries other than his or her primary weapon. Remember that this can be virtually anything you can think of. A laser rifle, a beamsaber, or even a pointy stick. Want to invent a custom weapon? No problem. Just get a GM to approve it. Secondary weapons cost 10,000� each and you may purchase up to three of them. Weapons with mutliple components (such as throwing knives, a belt of grenades, dual swords, etc.) will only count as one weapon, but there may be an increase in cost at the GM's discretion.

Special Accessories - Accessories are your character's gear. Any item other than offencive weaponry, such as tools, a portable computer terminal, optical enhancers, a field medkit, etc. Each Accessory costs you 15,000� and you may have up to four. (Examples of player-designed special equipment include "Recall" devices which allows you to put on your armor with a push of a button, and "Enhanced Jump Strength" device which attaches to your armor at the knee joints and lets you leap small buildings in a single bound. Note that if you wanted something like "Enhanced Jump Strength" for your reploid not as a device but instead a natural power, you could purchase it instead as a Special Ability.)

Special Abilities - Some characters have unique powers. This could be a natrual talent at doing something (like painting), a usefull physical ability (changing skin color at will), or a particularly powerful attack (think of Guile's flash kick in Street Fighter). You may have up to four Special Abilities, and they cost 15,000� each. [In case you're wondering, the power to use Magic does not count as a Special Ability. Any character with the Wizard personality concept automaticaly has the potential to use magic. However, if your character is especially good at using one kind of spell in particular then that would qualify as a special ability. For more info on magic use, read the Rules page.]

Animal Ally - Your character can have an Animal Ally if you want (like Rush, Tango and Beat in the Megaman games) and you can design it yourself. It will have its own personality and special abilities, but the more powerful it is the more it will cost. The price of an Animal Ally ranges from 30,000� to 70,000�. The specific cost is determined by the GM on an individual basis, taking into account such factors as the creature's size, powers, etc. You may purchase more than one Animal Ally, but no more than two.

Vehicles - Characters can also own personal vehicles. You can choose almost any kind, from a hoverbike to an air transport. But, similar to Animal Allies, Vehicles are quite expencive and will be priced on an individual basis from 50,000� to 100,000� depending on the vehicle. That means you probably can't afford a tank or private jet. Also, don't forget that the Pilot attribute greatly increases your character's ability to drive any vehicle.

Ether Drive - This is a rare and expensive device which gives a mechanical being, such as a reploid, the ability to use magic. It costs 110,000 �. The Wizard personality concept must still be taken and the Ether Drive counts towards the four accessory limit. The highest magic level a reploid may reach in the course of the game is 5.



All that is left is Step 5 : Description

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