Repliforce Roulette (Mega Man X4 AU Randomizer)

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There is an immortal question that one day every warrior must find an answer to: "What am I fighting for?" For Colonel, it is for pride. For Zero, it is because it is his mission, and you're in the way. For Mega Man X it is to secure peace between humans and reploids. For General, it is to secure a place where reploids could live in peace away from humanity. For Sigma, it is to prove reploid supremacy over humans. For the Maverick Hunters, it is their job; for the Repliforce, their purpose; for Mavericks, their entertainment.

The question becomes, then, why does Iris fight?

When a freak twist of fate causes Zero to lose his life in Memorial Hall against Colonel, would Iris pick up the Z-Saber in his stead? Moreover, will she choose to fight with it?

Why does her system link chip no longer work? Why does she now have the Variable Technique System that Zero had? Why does she now hold an expanded RAM set in her cortex?

and why, practically every time she thinks of any specific reploid or charging her buster, does she hear the tell-tale sound of an X-Buster going off... when X isn't anywhere nearby? What is all this stuff she's just suddenly willing into existence when she pulls the trigger?

No one's certain what a given reploid is fighting for. Perhaps Iris will one day find that answer... even if it has to take her past the stars.
Repliforce Roulette Rules

RadiantGV

Director for Radiaforce Project HEAT
Location
Radiaforce Mobile Temporal HQ, 499 AHC
Pronouns
She/Her/They/Them
Traditionally a story like this would take place in some far-off land, one inspired by fantastical adventures perhaps, like Runeterra or Eorzea. Traditionally, a story like this would feature a main character integral to a plotline or, failing that, a custom character also integral to the plotline. Traditionally, the main character of a story like this doesn't know what they've summoned and won't yet know for some time. Traditionally, the main character of a story like this isn't someone slated to die, nor someone who's tragedy is choosing between two sides and picking the wrong side, yet even if they picked the right side they would have died anyway to forces they could not control, and a destiny unwittingly sealed long before they were even born.

Traditionally, the main character isn't a Mega Man fortress boss like Iris.

The maiden of the Repliforce sees Zero and Colonel battling, and she knows she must do something to stop them before someone gets killed. Traditionally, Iris normally makes it in time to prevent catastrophe.

But the Randomizer does not rely on Tradition.

The Repliforce stalls Iris, and she doesn't make it. Zero, for the first time since she's known him... falls to the ground in defeat; a shocking event that, unlikely as it is, would change Iris' destiny for the rest of time.


Welcome to Repliforce Roulette! The system rules are as follows:

1. Roll 1d99, where 99 is a number of possibilities up to 99. We will start with 12 worlds, each represented by a wiki; and when the dice rolls on a number, a second dice roll will be initiated, typically 1d20; representing the potential power of a given roll. For instance, rolling a 1 could be a basic consumable or tool, while a 20 could be a magic spell best described as "apocalyptic" or a character best described as "A Potential Candidate for Demigodhood". Anything is possible. Rolls that hit an open slot (as of now, 13-98) will be rerolled.

Some Wikis have conditions for the rolls. Those will be explained in the table below.

2. Once a roll has been initiated, the result is Permanent regardless of power or effect. Some rolls may add Meta Effects, change slots on the list, or add slots on the list.

3. Characters will be subject to author discretion and will be referred to as "Units". Units who join Iris are called Party Members, and Iris may have a maximum of six at any time. Further characters will be placed in "Reserve".

4. Summons that result in imminent lethal danger for the protagonist or her allies will be disregarded and re-rolled.

5. Chapters will be broken into Missions, and each Mission has a given Boss or Objective. Only three summons per Source, per Mission are allowed. One character per Source, per Mission. No character is allowed to be exceedingly overpowered, however exceptions will be made with interpretation.

6. It may be necessary to summon ahead of time, for faster turnover. I already have trouble keeping to schedule, so this would come in handy.

7. Certain characters already know Iris or have met a Mega Man character in a canonical crossover, e.g. Project X Zone. These events are canon.

8. Real world individuals or people cannot be summoned. If selected, reroll. The exception is Segata Sanshiro.

9. The Sources, and their respective rules, are as follows:

SourceSource Rules
1. PersonaUses Persona exclusively. Standard rules apply.
2. Mega ManIf a character is selected, Roll 1d20 for awareness. if 18-20. Yes. Characters from Mega Man X series prior to X4 are off limits. If rolled, re-roll. Otherwise, standard rules apply.
3. Fire EmblemIf a character is rolled, roll 1d5 for Summoned Class: Base, Promoted, Class Changed, Event Costume, Resplendent. Assume Characters from Awakening, Fates, Echoes, Three Houses series, Engage, and any Annas know of alternative worlds. Awakening characters already know and have met Iris. Otherwise, standard rules apply.
4. Final FantasyIf a character is summoned, Roll 1d4 for Job. If 1-3, Assume or Estimate Canon Job. if 4, roll 1d4 again to determine Disciple of War (e.g. Fighter, Monk, Thief, Dragoon), Disciple of Magic (Red Mage, White Mage, Black Mage, Summoner), Freelancer (akin to FF14 and can assume any Job) or NPC (no Job and acts strictly support). Otherwise, standard rules apply.
5. SegaIf an entry is selected from the series "Yakuza / Like A Dragon", "Virtua Fighter", "Shinobi", "Phantasy Star" or "Sakura Wars", summon character and assume character already knows and have met Iris. If an entry is from the series "Sonic the Hedgehog", access that wiki, roll 1d20 to determine estimated power, and 1d2 to determine awareness. If an entry results in a game system or the game series "Cyber Troopers Virtual On", choose a virtualoid to summon and key it to a Party member. If an entry refers to a developer, e.g. Sonic Team, Hitmaker, Overworks, Amplitude, select from that developer's catalog. Atlus and licensed titles are excluded.
6. Fighting Game GlossaryRandomize article. Author determines context in which it applies.
7. Guilty Gear WikiRoll 1d20 for Power. Divisible of 4 summons character from one of five tiers: 4: Human, e.g. Answer, Bridget; 8: Superhuman, e.g. Chipp Zanuff, Jam Kuradoberi 12: Sub-Gear, e.g. Millia Rage, Zato-1; 16: Gear Equal, e.g. Kliff Undersyn, Izuna; or 20: Sub-God, e.g. Sol Badguy, Justice.
8. RWBY Wiki12 or higher summons character. Otherwise, standard rules apply. If article "Creatures of Grimm" is chosen, let loose a Grimm pool onto the world.
9. Sailor MoonIf a character is rolled, Summon them. If a female Senshi is chosen, summon them as their alter-ego, with access to their respective planetary power. If a female non-Senshi character is rolled, roll 1d20 to assign a Planetary Power to them. If 1-9, assign No Power. If 10-16, assign partial power; Ex. Sailor V. If 17-20, and assuming canon Senshi has not already been summoned to claim, assign one of the following, in order: Moon, Mercury, Mars, Jupiter, Venus, Neptune, Uranus, Saturn, Pluto, Chibi-Moon, Endymion. Treat character as if they are that Senshi. If a Senshi has already claimed the Planetary Power, skip to next one in line. When Planetary Powers are exhausted, change Source to another "Magical Girl Anime" and assume similar rules for the next Source. Otherwise, standard rules apply.
10. Mobile Suit GundamCan draw from characters, titles, armaments and Mobile Suits. Space Colonies are locked until later. If a Mobile Suit or Mobile Fighter is summoned, Roll 1d10. if 1-8, Pilot will be summoned as well. If 9-10, Mobile Suit will be free to use and keyed to first ally to board it.
11. JoJo's Bizarre AdventureIf a character's Stand is rolled, Roll 1d20 for Power, and 1d10 to determine owner. If 1-7, summoned with associated character. If 8-10, give it to ally or Party member. Stands may access Requiem form if Stand Arrow is rolled. If Star Platinum, Killer Queen, Epitath, Gold Experience or D4C are rolled, automatically summon Associated character. If The World, Soft and Wet, Tusk, Wonder of U, King Crimson, Whitesnake, Father Pucci, Funny Valentine, or Dio Brando are summoned, reroll immediately. IF character from Part 9 is summoned. Reroll immediately.
12. Type-MoonRoll 1d20 for Power. 1-5 grants Magecraft. 6-10 grants location. 11-19 summons from: 11: Stay/Night. 12: Zero, 13: Prisma Illya. 14: Apocrypha. 15: El-Melloi Case Files. 16: Sidestory. 17: Tsukihime. 18: Grand Order. 19: Kaleidoscope (Author's Choice). 20 summons Heroic Spirit, roll 1d10 for Class, in order: Saber, Archer, Lancer, Rider, Caster, Assassin, Berserker, Ruler, Wild (choose class and Servant).
......
99. ToonamiRoll 1d4 to determine effect: 1. Roll for Show. 2. Roll for Location. 3. Roll for Game Review. 4. Roll for TOM. If a Show is drawn, if not already represented in the listm add corresponding Source to Wiki selection and increase 1dX by one, then Roll again. Roll 1d6 to determine effect: 1-2. Add Item. 3. Add Location. 4-5: Summon Character. 6. Reroll. If Show is part of a corresponding Wiki, select Wiki entry and pull wiki page at will. Likewise for Game Review. If a character is drawn, summon. If a TOM is drawn, summon and automatically summon SARA of corresponding generation (TOM 1 & 2 = Sara V1, TOM 3 and 3.5 = Sara v2. TOM 5 = Sara v3. TOM 6 = Sara v4, Cosmo Samurai TOM = SARA Cosmic, Future TOM = Future SARA, G-TOM = G-SARA, RUBY = LARS), then Roll again. If TOM 4 is selected, Summon the Intruder. If a Location is Drawn, if it is a starship, summon and activate "Universe Starmap" Mode, allowing for travel to different universes.


IRIS Rushing To
MEMORIAL HALL
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