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Ability Attachments

April 28th, 2013 at 8:34pm
 
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Ageman20XX
Ageman20XX
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Throughout the course of battle, a robot can be equipped with an Ability Attachment and have it's stats altered in unusual ways. Some of these attachments even have their own duration, weaknesses, or other conditions allowing them to be removed from their owner if met. To give you an idea of the possible effects, let's review some abilities that trigger this mechanic.

The Super Arm is an especially helpful Impact Type ability that uses a piece of the current stage as a blockade to raise defense and reduce damage. Using the ability on the Arctic Jungle field, for example, would create a frozen pillar in front of the user that bolsters shields. This ability stays attached to the robot until it is thrown using the Super Arm a second time or destroyed by an Explode type ability.

Super Arm

The Time Arrow is a Time Type ability that deals minor damage to the target and attaches a backwards-turning clock to dramatically reduces speed for the duration of the next turn. Repeated uses of this ability can prolong the effect, but if left alone the ability will fade and the target's speed will return to normal. This is especially helpful if you want to ensure a slower robot a fighting chance, slowing the target with Time Arrow and then quickly switching to the slower team member for the final blow.

Time Arrow

The Leaf Shield is a dual-type Nature Type and Shield Type ability that works in a similar manner to the Super Arm but with higher attack power and lower defense power. When a robot uses the ability, they are surrounded by a shield of rotating metal leaves and their defenses are temporarily bolstered. Using the ability a second time throws the Leaf Shield at the target for massive damage (and losing the shield in the process). This ability can also be removed early if the user is hit by a Flame Type or Cutter Type type ability, preventing it from being thrown at its target.

Leaf Shield

The final ability we'll look at is the Flame Type ability Atomic Fire, which creates a flame aura behind the target and boosts attack power on each successive use. On the third use this ability reaches maximum power and deals a considerable amount of damage, but the flame aura is removed and the user's attack returns to normal. This ability can be destroyed early if a Water Type or Freeze Type ability is used on the owner, preventing them from building up power any further. Another property of this ability is that it is not permanent - if the robot chooses to switch or use another ability between uses of the Atomic Fire, the aura is reset and the attack power returns to normal.

Atomic Fire

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
Ability Attachments
Posted by Ageman20XX on April 28th, 2013 at 8:34pm
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