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WELCOME!! To the Reploid Wars: Legacy Store, which possesses a large option of accessories for your character to purchase. Within the Store, accessories such as weapons, items, magic, and even ride armors can be purchased, as long as you have the appropiate amount of credits. €- this is the sign for how much the accessory costs -Weapons-
Explosions are the most damaging things available: shields can't defend against them, and they can melt armor. Used correctly, you can wipe out an entire squad of enemies. Used incorrectly, you can wipe out your buddies instead, and almost anything can be caused to detonate by shooting it enough; chairs, computers, books, lights, anything. The explosion just won't be that big. Explosions have their drawbacks. For one, launchers are a double-edged sword; used incorrectly, they can harm you, say, and by dropping a wall onto the door you're supposed to exit by. And remember: whatever you can do to the enemy, the enemy can do to you. For best results, shoot things that look flammable, like barrels or tanks; also shoot big machinery, they'll give you a nice boom for your ammo.-Launcher Explosives RPG1 Launcher: The standard rpg launcher; casts a rocket-propelled grenade approximately 5 cm long and 2.5 cm in diameter. The blast radius is approximately 10 feet, and can cause secondary explosions among other flammable materials. If you're not careful, of course, the first-and last-person you'll kill is yourself. Holds 7 grenades. €- 500 GL-20 Punisher Grenade Launcher: Fires grenades that are approximately 4 cm long and 2 cm in diameter. Don't underestimate the size though...these little buggers have a blast radius of up to or over 15 feet! Stronger than the RPG1, this launcher can cause serious damage to its target/s. And, as always, the standard warning is "If your not careful, it can happen to you too!" Holds 4 grenades. €- 550 TP-25 Striker Rocket Launcher: The second best in explosive weaponry for the 22nd century. Fires 15 in long and 2 in diameter rockets that devastates its target/s. A blast radius of over 20 feet, and a range of 100yrds. Holds 1 rocket and an auto-loader at the top that has a total of 4 rockets. CANNOT heat or power-seek! €- 650 XP-5 Lurker Missile Launcher: The very best in explosive weaponry! Fires standard attack missiles that have a range of 2 miles in clear view. Also possesses a standard targeting/seeking system. If the missile doesn't find its target within 50 seconds, it self-destructs to prevent capture and mis-usage. Aside from the best armor available, the XP-5 can destroy and/or incinerate basically anything (barring special armor and materials/i.e. defensive shielding and walls of bases and etc.). Carries 5 missiles. €- 800 -Plasma Plasma energy is second only to an explosion in terms of destructive power; and then plasma blasts have incendiary capabilities, and so can create its own explosions. Plasma is hydrogen, heated to a state of near fusion; in other words, plasma cannons throw miniature stars. Plasma is extremely damaging, but it melts the target's remains, meaning you can't scavenge supplies and energy weapons from their corpses. PL-3 Plasma Cannon: Every plasma-firing weapon has evolved out of this one. The PL-3 is the average plasma cannon that can be charged to perform a charged plasma blast. Doesn’t overheat. €- 450 PL-4 Burst Plasma Cannon: The PL-4 fires average plasma shots like the PL-3, but possesses a rapid-fire mechanism. Unlike the PL-3, the PL-4 can not charge its shots. €- 600 PL-5 Flare Plasma Cannon: The PL-5 never fires normal shots like the PL-3 and PL-4, but all the shots are charged blasts. Because the Flare fires consecutive charged blasts, the PL-5 can not further charge its blast. €- 600 Hellion4 Cannon: The Hellion4 Cannon fires the most devastating of plasma blasts. The cannon fires strong beams of plasma, which are stronger than average shots, but weaker than the charged shots of the PL-5. However, the Hellion4 can also charge its plasma beams like the PL-3 and the cannon doesn’t overheat. €- 850 -Hand-Held Most Hand-Helds are small and used in close-combat situations only...mostly for defense, but can be used for attack if you have the experience. A lot of them resemble swords, but the blades are replaced with beams of pure energy. Although it may look like it, sabers with laser blades CANNOT cut through and reflect everything. You'd be lucky if a saber can penetrate the armor. If you can afford it, you are allowed more than one of the following weapons unless otherwise told. Beam (Laser) Saber: For more than 50 years these sabers have been the weapon of choice for ranger-class reploids and close range combat. The handles are usually between 8 and 12 inches in length. Either a switch on the side, button, or other connection on the saber triggers activation of the beam saber. The color of the blade, no less than a meter in length, depends on the choice of the user. The beam saber cannot cut through everything, therefore the damage inflicted depends on the swordsmanship of the user. €- 400 Light Saber: Now, this saber CAN cut through everything when struck hard enough. This weapon is basically shaped the same as the beam saber, but requires specially engineered crystals to power and stabilize the beam. The downside to this sword is that the crystals become tainted and no good after being in the saber for a limited time, causing the light saber to deactivate. This weapon can reflect bullets and laser shots, but not plasma or grenade/rocket/missile shots. (CANNOT have two of this weapon) €- 600 Laser Claws: These are just claws with lasers... they don't take crystals or batteries, and come for use on both hands. They are basically small hand lasers activated by pressing a button that comes down into the palm of the user's hand. Laser claws possess great mobility, but are very fragile! €- 550 Laser Staff: A 6foot-long staff, this weapon can be activated through a button on the side of the handle. Once activated, a beam of laser energy (identical to that of a beam saber) ignites from both sides of the handle. €- 550 Extension: YOU MUST HAVE ANOTHER HAND-HELD WEAPON TO BUY THIS! An extension adds length and power to any light or beam saber, laser claws, staff and any other laser, beam, or light weaponry. User must possess a skill in the weapon the extension is to be attached to (ex. if you want an extension to a light saber, one will need swordsmanship or saber proficiency as a skill) €- 500 -Portable Explosives The weapons in this section consist mostly of mines, bombs, and stuff like that. Proximity Mines: Small, circular-shaped devices that can stick to any surface except slick surfaces (glass doesn't count as 'slick'). When anything, including the person that placed it, walks within 5 feet of this device, it explodes with a diameter of 10 feet. The mine’s role begins 5 seconds after activation. Cannot be forcefully removed from the surface, or it will self-destruct. Customer recieves 10 mines. €- 500 Timed Mines: Same shape as the Proximity Mines, but do not explode by sensing. They explode by remote. The user carries a remote, which comes with the mine, tells the mine when to explode. This mine cannot be forcefully removed or it will self-destruct. Customer recieves 10 mines. €- 500 Grenades: Basic grenades. You pull the pin, and throw. That's all. Waiting five seconds is bad. After 5 seconds passes, the grenade explodes. Does heavy damage to a biological, and knocks a Reploid off its feet, giving it moderate heat stress damage. Customer is given 10 grenades. €- 400 Napalm Grenades: Basically, these are just stronger grenades with an after-effect. The grenade explodes after 8 seconds, releasing strong napalm, burning everything within a 14foot diameter. Customer is given 5 napalm grenades. €- 650 Spine Grenades: A spike-releasing grenade. Instead of exploding and causing instant damage, the grenade releases a dozen of 4in spikes in basically all directions. Once a spike penetrates through the armor, the spike injects poisons that highly irritates and causes stress to the area that was penetrated. Customer is given 5 spine grenades. €- 550 MicroNuke: This small, portable version of a nuclear bomb can be placed anywhere. The micronuke is primarily a force to take down a small army or an abundance of enemies. Be careful! The explosion has a diameter of 25 yards. The counter only goes to 50 seconds and if you’re not out in time...BOOM! (ONE PER CHARACTER) €- 900 -Shields Protective accessories are a great advantage no matter what class you have chosen your character to be. In any battle circumstance, a reliable defensive technique is always an advantage. Shields are the primary source of defense other than your armor and evasiveness. Ionic Shield: The ionic shield creates an ion-based barrier in front of the user. The ionic energy forms into a 4 through 8 foot in diameter shield (size depends on height of user when activated). This shield can only take 10 hits before it shorts out and shuts down, or lasts for 5 minutes being constantly on. €- 400 Electron Shield: The electron shield is great against plasma blasts and explosive launchers. This defense creates an electron field around the user, with a radius of 6 feet. When plasma shots and propelled weaponry enter the electron field, the projectile is automatically redirected away from the user of the shield. One downfall to the electron shield is that it doesn’t protect the user from his/her opponents getting into close range combat such as using hand-held weapons. Another disadvantage are mines and grenades. Explosions within the shield actually cause more damage to the user faster while he/she/it is in the shield. Shield last at max of 10 minutes. €- 500 Orbit Shield: For this shield, four (3-foot in diameter) sphere orbs orbit the user. The orbs possess an AI chip, which reacts and protects user from any kinetic object, that approach user. The orbs can deflect plasma shots and even withstand charged plasma shots, causing them to explode when in contact. The orbs can defend user from hand-held weapons as well, so that whenever a beam saber, for example, is swung at the user, the orbs will block the strike. The user can manipulate each orb separately or as a group to protect others and further his/her range of defense. The orbit shield can be destroyed, however, by rpg and the other launchers. Portable explosives as strong as napalm grenades and nukes can do the trick as well, but hand-held and plasma weapons may not do the trick. But after receiving several charged blasts, then the orbs may go to a more weakened state. €- 650 Particle Shield: The best and strongest shield. Who needs armor with this shield! For the particle shield, the dense particle barrier conforms to the user’s body, covering the user in a barrier from the crown of his/her head to the soles of his/her feet. The barrier deflects plasma shots and possesses the ultimate defense against the strongest of hand-held weapons. No object is strong enough to penetrate the particle shield, but the user still does receive damage. The user’s body still reacts to the force that strike the shield. For example, if a charged plasma shot hits the user, and the user has the shield activated, the user may still be knocked clean off his feet and be toppled into wall. The user will still feel pain by colliding into the wall. The shield only protects the user from kinetic forces, but if the user is the one that’s the kinetic force, then nothing to save you. €- 800 -Items-
Recovery items are beneficial in battles because of the ability to restore health, weapons, and advance energy. Possessing recovery tanks increases the user’s endurance in battles, which can cause you to make a comeback during a fight. Or with recovery tanks, one can simple outlasts his opponent. All recovery tanks CAN ONLY BE USED ONCE PER BATTLE!Attachment items are beneficial to skills and help further shape your character’s potential. Although the attachment is active throughout the entire battle, THERE’S ONLY ONE PER CHARACTER! -Recovery Health Tank: This tank restores the user’s power core to full health when used during battle. (Only one health tank per character) €- 550 Weapon Tank: Once this tank is activated into weapon, it replenishes weapon’s energy source. The weapon tank can refill ammo, restore any laser or light energy, reload explosive launchers, etc. (Only one weapon can be restored during battle) €- 550 Energy Tank: Read the title. This item gives your character...energy. One tank temporarily gives the user twice the strength, speed, agility, etc. for approximately 3 minutes. A character can purchase as many energy tanks as they find it necessary. €- 600 -Attachments Sensor Disrupter: This is the another "initial weapon" that you can buy separately. Composed of a small disk with 4 small claws, the sensor disrupter can attach itself to the user and allow that person to be completely undetected from electronic and biologic sensors (including infrared, x-ray, etc.). Sensor disrupter deactivates and recharges in 5 minutes. (one per user) €- 500 Magi-Tech Bracelet: The magi-tech bracelet gives a NON-Magic user the ability to use magic indefinitely until the bracelet is damaged. When worn, you do not become a magician, but the user must follow the same rules as a magic user. €- 650 Obtain Chip: The user of the obtain chip can copy any skill his/her opponent possesses. The opponent doesn’t have to use skill for the user to copy it. The user, however, does need to touch his/her opponent to acquire the skill. Once a skill is copied, it can be stored in the obtain chip. The chip can hold a max of 4 skills. €- 700 Boosters: The booster attachment gives the user a plus in speed skills (Blur), which is in fact adding the blur ability. If boosters are attached to the user that already possesses a speed skill, then boosters add ONLY one! For reploids, the boosters are installed through the feet. For a biological, a unique device is strapped around the knees to give the calves and thighs the speed plus effect. €- 600 Filters: Filters assist the user by adding the aqua walk ability. The aqua walk ability allows for the users not to be effected by the take in of water and only inhales the oxygen through the water. Just like the booster attachment, filters add ONLY ONE skill, which is the aqua walk ability. Filters are installed directly into the lungs of a reploid, as for a biological; the filter is strapped directly onto the mouth. €- 600 Jets: This attachment gives the user the ability to fly into the air as well as better maneuverability in space. Like the boosters and filters, jets ONLY ADD ONE skill to the fly ability. Jets are strapped onto the back or the wings of either a reploid or biological. €- 600 -Ride Armors-
During the time of Megaman X, ride armors were recognized as high-powered lumbering robots, but not any longer. Ride armors now vary in types, such as aerial and ground combat, submarine, jungle combat, etc. And not all ride armors are heavy and bulky as the ride armors we all once knew so well. Weights vary from light, moderate, or heavy. Yes, ride armors are quite expensive, but the potential for your own personal ride armor is great and they make marvelous trump cards when the going gets tough. Ride armors don’t just lay there like how they do in the videogames. You actually summon them through a teleportation device and enter inside of them when they appear. Ride armors are customized to fit customer’s size and customer choice of color. You can also purchase as many ride armors as you desire, as long as you have the necessary credits. Particular ride armors are pre-equipped with a skill or weapons depending on its function. Fortunately, you can add any weapon, boosters, filters, or jets from the store (NOTHING ELSE) onto your ride armor…but let just hope your credits aren’t depleted after you buy one! (ANY additional accessories bought for the ride armor are only equipped to the ride armor)€- 1000 (All Ride Armors cost) Aries: specialty- Mountain Operations The Aries is a master in climbing abilities over mountainous terrain. The soles to its feet dig deep into rocky material, such as clay, stone, etc. Advantage: high endurance and strength Disadvantage: low speed and agility Weight: Moderate Skills- none Weapons- PL-3 Plasma Cannon, Ionic Shield Accessories- max of 4 Taurus: specialty- Ground Cavalry This ride armor possesses great strength for stationary battle, mainly for defensive purposes. If you are looking for a ride armor to just defend your territory with ferocious force, this is the ride armor for you. The Taurus possess little to no movement, its main purpose is for brute power. Advantage: high endurance, power, and strength Disadvantage: low speed and agility Weight: Heavy Skills- none Weapons- RPG1 Launcher, Electron Shield Accessories- max of 4 Gemini: specialty- Ground Cavalry The Gemini is great for basic combat in any battle circumstance that’s ON THE GROUND. This ride armor is the closest to an actual reploid. The Gemini can please either a fighter-class wanting power or a ranger-class that suggests speed and dexterity. Advantage: high endurance Disadvantage: none Weight: Moderate Skills- none Weapons- PL-3 Plasma Cannon, Beam Sabers (2) Accessories- max of 2 Cancer: specialty- Naval Operations (shallow water) The Cancer ride armor is a master in battling inside shallow waters, such as beaches and banks of rives and lakes. It can’t go in deep water because the pressure will crush the light armor. However, because of the light armor, the Cancer can burrow in the soft shores and swift uprooting. Advantage: high agility and strength Disadvantage: low power Weight: Light Skills- aqua walk Weapons-Timed Mines, Filters Accessories- max of 3 Leo: specialty- Jungle Operations The Leo is a specialist in close range combat and stealth. Fighting in a high grassy and shrouded terrain puts the Leo at a definite advantage in battle. If you are a ranger, then the Leo is certainly an option of purchase. Advantages: high endurance, strength, and agility Disadvantage: low power and speed Weight: Moderate Skills- camouflage Weapons- Laser Staff, Laser Claws (2), Sensor Disrupter Accessories- max of 2 Virgo: specialty- Disaster Operations The Virgo ride armor possesses heightened sensory attributes, such as x10 better sight, hearing, smell, and touch. The Virgo is primarily used as scouts over battlefields and magnificent watchers while in a defensive situation. Advantages: high speed and agility Disadvantages: low endurance, power, and strength. Weight: Light Skills- none Weapons- Orbit Shield Accessories- max of 4 Libra: specialty- Aerial/ Space Combat The Libra, the one and only sky ride armor, possesses supreme aerial combat. It can even be utilized in space combat, but the adjustments need to be made due to the change of gravity. Any class can have this ride armor as a favorite; therefore it can adapt to any fighting style, as long as it’s in the air. Fighting on the ground isn’t the best for the Libra because of its weakness of low endurance. Advantage: high agility and speed Disadvantage: low endurance and strength Weight: Moderate Skills- sky walk Weapons- PL-3 Plasma Cannon, Light Saber, Jets Accessories- max of 3 Scorpio: specialty- Ground Cavalry (desert combat) The Scorpio is great in particularly desert combat; therefore this ride armor has the ability to burrow through sand (not anything stronger). The Scorpio is a great hand-held fighter, but it does have a way of ranged damage. Advantage: high endurance, agility, and speed Disadvantage: low strength and power Weight: Light Skills- none Weapons- Light Saber, Laser Claws (2), Timed Mines Accessories- max of 2 Sagittarius: specialty- Stealth Combat This ride armor is primary for the ranger-class. Although the Sagittarius possesses similarities with the Leo ride armor, there are known differences. The Sagittarius possesses more range and more open fighting style. Advantage: high power and speed Disadvantages: low endurance, strength Weight: Light Skills- blur Weapons- PL-3 Plasma Cannon (2), Beam Saber, Boosters Accessories- max of 2 Capricorn: specialty- Polar Operations The Capricorn is designed for the cold, with the ability to perform in icy waters and travel over tundra. The Capricorn is a fantastic swimmer within the icy waters with great maneuverability. It is highly not suggested to have the Capricorn in any other temperature than its design. The reason is the ride armor has a thermogenetic chip within the suite to keep the ride armor and the user warm while in the cold temperature. If the Capricorn is used in higher temperatures, then I will certainly lead to quick overheating. Advantage: high endurance and agility Disadvantage: low power and strength Weight: Moderate Skills- aqua walk Weapons- Beam Saber (2), Grenades, Filter Accessories- max of 3 Aquarius: specialty- Naval Operations (surface) The Aquarius is a fine ride armor that is designed for naval combat, on the surface. It doesn’t operate to its potential in shallow water or below the surface of the water. On the surface, however, the Aquarius possesses masterful maneuverability and speed. Advantage: high power and speed Disadvantage: low endurance Weight: Light Skills- aqua walk Weapons- Light Saber, PL-3 Plasma Cannon, Filter Accessories- max of 3 Pisces: specialty- Naval Operations (submarine) This ride armor can’t be activated without water running through its tubes. The tubes put the acquired water through mills that are the source of the ride armor’s movement. This process actually causes the Pisces to maneuver better while in water because the water that is sucked up by the tubes allows the Pisces to riding through a current in the water. The Pisces is large, but with graceful maneuverability and its strong plating causes it not to be subdued by the dense pressure. Advantage: high endurance, power, and strength Disadvantage: low speed and agility Weight: Heavy Skills- aqua walk Weapons- RPG1 Launcher (2), Filter Accessories- max of 4 -Magic-
If you're character is a magician or mage, you can use spells as many times as necessary, but each time you use one, you have to charge for a few minutes before you use another one. If you are not a magician or mage, you can buy spells, but only use them once. If you buy a special item, then you can use spells as many times as you want, but you have to charge in between. Also, the power and lasting effect of spells depends on the class user. (ex. magician is the weakest, mage is middle, sorcerers are the strongest).
EACH SPELL CAN ONLY BE PURCHASED ONCE.-Spells Aeroga: the user can summon strong winds, which temporarily form a barrier around his/herself or another target. This effect lasts 3-5 minutes. The stronger the caster, the stronger the winds are that protect user. €- 550 Aquaga: a powerful tidal wave is unleashed radial, spreading in all directions away from the caster. Depending on the caster’s power, the tidal waves will be higher, more powerful, and the wave will approach much faster. €- 550 Blizzaga: a blizzard of icicles strikes toward the caster’s target/s. The blizzard spell lasts as long as user can continue summoning spell, max of one minute for the strongest magic casters. €- 550 Curaga: when casted, the user or target’s health is replenished. Injuries and wounds are also recovered. The stronger the caster, the more health that is recovered. €- 600 Firaga: a powerful fireball is launched toward target/s. The size and power of the fireball is determined by strength of caster. €- 550 Stonega: this spell gives the caster the ability to alter rock and stone to jagged spires that erupt from the ground. These spires can erupt around target/s or strike towards them. The stronger the magician, the faster and higher the spires arise from the ground. €- 550 Thundaga: vicious lightning bolts strike the area around the caster, but does not hit the user. The stronger the caster the more lightning bolts that are summoned. €- 550 -Command Magic Enemy Skill: the enemy skill can duplicate any skill of his/her opponents during battle. THE OPPONENT MUST USE THE SKILL BEFORE THE USER CAN COPY THE SKILL. Once skill is copied, the user can store that skill as an enemy skill, forever. The enemy skill command magic can hold a maximum of 5 other skills. €- 700 Mime: with this command equipped, the user can mimic any of his/her opponent’s spells. The class of the caster doesn’t matter, as long as the opponent casts the spell. AFTER THE OPPONENT CASTS THE SPELL, THEN THE USER CAN MIME. €- 650 DeSpell: the despell command can instantly negate any spell cast by his/her opponent/s. €- 600 Nullify: when the user casts nullify, he can select any spell to be temporarily unable to use. The spell is nullified for about 5-10 minutes. THE USER CAN ONLY NULLIFY ONE SPELL AT A TIME. €- 600 -Support Elemental Effect: equip this support magic with any elemental magic in your inventory. With elemental effect linked with any other elemental magic, you can choose during battles to have it either offensively or defensively equipped. When offensively, the element is added to your weapons. (Ex. The elemental effect is linked to a fire spell and equipped offensively. If you use a beam saber, the saber will become a flame saber.) Defensively, you are protected from the element you linked the elemental effect with. €- 500 Final Ability: linking this magic to any other spell will cause you to automatically summon this spell right before you are defeated or KO’ed. (Ex. final ability is linked to thundaga. As your power core begins to fail or your heart beats slower, the final ability kicks in and casts thundaga right before you are defeated.) €- 750 Quadra: any spell linked with quadra is repeated three times, which equals the sum of four spells. However, the energy consumption is same as if the spell was to be only casted once. €- 650 |
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Reploid Wars (c) Aaron Russo. All creation work gone into Reploid Wars: Legacy (c) Sese Odu. Mega Man, Zero, Bass, Forte (c) Capcom. All characters (c) their respective players/creators. Website by BSD3. |