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Table of Contents
Attention Rookies
Plot
- Chapter 1 - Every Story has a Beginning (Intro Mission)
- Chapter 2 - Those Mean Streets (Bombadier Panthieron)
- Chapter 3 - Nature Walks (Solarion Vineyard)
- Chapter 4 - Arabian Afternoons (Terra Groundhog)
- Chapter 5 - Frozen Wasteland (Tundra Fox)
- Chapter 6 - Tricks and Traps (Pyro Cerebrus)
- Chapter 7 - Flying High (Titanium Tortoise)
- Chapter 8 - Burning Rubber (Race Raccoon)
- Chapter 9 - Zero's fight (Spread Sphinx)
- Chapter 10 - It all comes Crashing down (Final Mission)
Characters
Behind the Scenes
Attention Rookies was the first roleplay created.
WARNING - Spoilers within
WARNING - Spoilers within
It was created to answer a question that I had been thinking about… What if X became a maverick? How would he act? What would he do? I envisioned that he would pretend that Sigma had returned again. Then he would manipulate everyone into thinking that he was dead so he could move to the shadows to complete the work on a new form of the maverick virus. Something that would act like a steroid for Mavericks to give them additional strength to combat the Hunter's and their Hypermodes. (Because this is something that Sigma might try… So it'd help keep the charade of him being back up.) The additional benefit of his death would be that the Hunter's morale would be broken while they grieved and their forces would be weakened (since he wouldn't have to pretend to fight for them).
Almost all the mavericks were all created through a common theme, they each came into contact with a destroyed, yet highly infectious, piece of Sigma. This was done to give the mavericks a tie together in how they came about, plus to put focus on Sigma and divert attention from others as the possible mastermind behind it all. (The constant mentioning of Sigma was intended to lead people to believe that it was Sigma.) Though in all actuality, Sigma never actually appears in the story at all, he's only ever mentioned.
The roleplay was released on February 13th 2006 to success. The story took off quite quickly with players getting involved pretty quickly. Though exactly how much success it had may have been nostalgia clouded.
Design wise, the character sheet I used was incredibly short and not well designed. (A fact which some players abused.) The future armor section's meaning was unclear. (I should have used the term Hypermode right from the start.) Like mentioned, some players also abused the fact it was so open ended to alter their move sets up whenever they wanted/felt like it. Which meant knowing what moves they had was a constant pain for me(and for everyone else who was playing with them).
Though despite the flaws, the game was still good.
After it came to an end, people clamoured for a sequel. (Something which honestly hadn't been anticipated.) Though the game had only really intended to be a stand alone story, a sequel was created. Along with room for several prequels (in the story it was mentioned that Sigma had survived the Moon base defeat at the end of Megaman X8). The sequel was launched exactly a year to the day of the original's launching date.