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    Stats Defined

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    Monetary Credits : 999999
    RPC : 9999
    Posts : 25
    Join date : 2017-02-22
    Location : Planet Zi
    Age : 26

    Character sheet
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    Stats Defined

    Post by Admin on 24th February 2017, 00:43

    Stats Defined

    All of these stats exist to give you more room to improve and strengthen your Role-Playing Skills; they do not necessarily determine the outcome of a battle. Judges will use both stats and Role-Play to determine the success of attacks, dodges, and various other maneuvers.

    Advancement Points (AP): Everything you do in the game, from general RP to training, can earn you Role-Play Credits, which can be converted into Advancement Points in a store post. When a certain number of AP has been reached you will be allowed to move to the next Growth Level.

    Growth Level (GL): This determines your pilot's abilities. Each time you reach a new Growth Level you will be allowed to apply more Skill Points to your Pilot Attributes. You can level up in a store post.

    100 Words = 1 RP Credit = 50 Advancement Points, 2 Hatching Points or 50 Monetary Credits



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    Pilot Attributes

    There isn't a set number for stats at each Growth Level. Instead, you are given Skill Points (SP) to add to your pilot's attributes in any way you wish. Every time you advance in Growth Level you can apply your points; this should all be done in the same store post. You may also opt to have a staff member apply them for you. Once your Skill Points have been applied, they cannot be reconfigured (unless you have recently joined the RPG and have not participated in a battle yet).


    Mental Ability [Max = 30]: Represents your character's basic mental competence for piloting a Zoid. Each pilot will start out with a base number of five actions, regardless of their Mental Ability. Your MA will be used to determine the number of extra actions (if any) your character is able to perform during battle. When you accept a battle request, or an opponent accepts yours, both pilots’ MA will be compared to determine if either may receive additional actions. A Mental Ability of at least four more than your opponent will earn you an additional action. Please see the examples below for clarification.

    Example 1:
    Pilot A has an MA of 7. Five actions per round.
    Pilot B has an MA of 11. Six actions per round.

    In the above scenario, both pilots would have a standard five actions to perform in a round of battle. Pilot B would gain an additional action by having +4MA over his opponent, for a total of six actions per round.

    Example 2:
    Pilot C has an MA of 4. Five actions per round.
    Pilot D has an MA of 14. Seven actions per round.

    In this scenario, Pilot D would earn two additional actions by having +10MA over his opponent. That ten extra MA would be divided by four (10/4 = 2.5) to determine the number of additional actions as two.

    Remainders will not be considered in calculating extra actions – you must have a full four MA on top of your opponent’s PER additional action received.

    Example 3:
    Pilot E has an MA of 9. Five actions per round.
    Pilot F has an MA of 10. Five actions per round.

    In this scenario, neither pilot will receive additional actions because neither of them has four more MA than the other.

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    The following feats can be performed in an action, with a few restrictions. Each feat, other than charge, may only be used once per action, and you are only allowed two feats per action.

    Attack: Used to inflict damage to your opponent's Zoid.

    Dodge: Used to avoid an opponent's attack.

    Activate/Charge: Used to activate a weapon, "vent" heat, or begin a charge sequence if a part or weapon requires it. Unless a weapon specifically states that it must charge for multiple feats in separate actions, you may use the charge feat for both feats of an action. Beware, however - this is at your own risk. While charging, you are open for attack by opponents.
    Vent: Used to cool your Zoid after taking heat damage (Removes 5 Heat from the Zoid).

    Reflexes [Max = 25]: Allows your character to accomplish more in a single action. With your reflexes, you will be able to perform one special feat per action in replacement of a normal feat. Each special feat uses up one or more Reflex point. Points are only replenished after the battle is complete – not after each round. When using a Reflex, roleplay it out as your character would act (ie. don't say that your character used his Double Attack Reflex; RP him/her pulling the trigger twice or "double-tapping"). Your Action Summary should look as so:

    1a) Blah (Feat)
    1b) Used REFLEX NAME to blah blah (Feat)


    IMPORTANT
    Your Growth Level determines how many Reflex Feats your character has mastered. A GL1 pilot will start out with one Reflex Feat of their choosing. Your character will master more Reflexes as you level, at a rate of two Reflex Feats per GL (after the initial ONE at GL1). You will be responsible for selecting the Reflex(es) you wish to add to your character’s arsenal; list the feat(s) in the same store post in which you level. Team moderators will keep track of these learned feats in a section of your Pilot Profile called “Known Reflexes.” You will only be able to use your pilot’s Known Reflexes in sanctioned battles, but you may use it/them until you’ve exhausted your Reflex points.

    The following special feats may be performed by using your Reflexes:
    Double Attack:
    [Takes the place of Attack]
    This feat will allow you to attack twice in the same time frame as the normal Attack feat. The pilot rapidly attacks using the same weapon twice at the same Zoid, though different targets on the Zoid may be attacked.
    Note: The "usage" of the weapon is counted in the use limit of weapons.
    (Uses 1 Reflex Point)

    Sprint:
    [Takes the place of Activate/Charge]
    Like all animals, the instinct of fight or flight is in every Zoid. Sprint may be used to run away from or at your opponent.
    Increase for 2 actions the evasion and accuracy rates by 20% and speed by 1.
    (Uses 1 Reflex Point)

    Intercept:
    [Takes the place of Dodge]
    Shoots out of the air any missile or bullet. Only good on frontal attack single shots (if you use a missile to intercept, then a spray of machine gun fire can be shot down as well due to the explosion damage).
    Use a projectile to destroy a bullet or missile in front of you or a missile to destroy machine gun fire.
    (Uses 1 Reflex Point)

    Quicker than the Eye:
    [Must be used BEFORE the feat you want to go unnoticed. Takes the place of Activate/Charge]
    Use this feat to catch your opponent off guard - it will make the following feat a stealth attack. Can be used once per round.
    (Uses 2 Reflex Points)

    After Image:
    [Takes the place of Dodge]
    The Zoid dodges at such a high speed that an image of the Zoid remains to confuse the aiming pilot and make them miss.
    Allows near-auto-dodge of one attack feat, once per round.
    (Uses 2 Reflex Points)

    Counter Attack:
    [Takes the place of Attack]
    An attack directly after an opponent's attack, not giving them enough time to defend themselves or dodge the attack.
    Attack right after an opponent's attack for 95% chance of both of you taking clear damage.
    (Uses 2 Reflex Points)

    Parry:
    [Takes the place of Dodge]
    Some pilots know they can't escape certain attacks. Their human instincts allow them to position themselves in the safest possible stance to brace for the attack and minimize damage while allowing a quick counterstrike.
    Reduces melee damage to your Zoid by half and throws foe off balance temporarily due to upending the attack.
    Only usable by land Zoids.
    (Uses 2 Reflex Points)

    Rage:
    [Takes the place of Activate/Charge]
    Causes your Zoid to revert back to its wild state for a short period. Only melee attacks can be used during this period. Upon activation lasts 3 actions.
    +25 DP to melee attacks; only melee attacks usable for the attack feats of the next 3 actions.
    (Uses 3 Reflex Points)

    Rewiring:
    [Takes the place of Half your actions]
    Can be used once per battle if you get a temporary system freeze. You can reboot the Zoid early by rewiring, allowing you to be able to use half of your actions on that turn you were supposed to be frozen.
    Reboots a temporary system freeze early; instead of freezing one turn, you get half of your actions instead of none.
    (Uses 5 Reflex Points)

    Proficiency [Max = 10 PER Weapon Type, 55 Points total PER Type]: This stat represents how proficient a pilot is with a certain type of weapon. Add 5 DP (damage points) for each Proficiency Point allotted to the weapon types listed below:

    Rifles
    Cannons
    Machine Guns
    Melee

    Proficiency Points are earned by applying Skill Points to an increasing tier scale.
    1 Proficiency (+5DP) = 1 Skill Point
    2 Proficiency (+10DP) = an additional 2 Skill Points, for a total of 3 Skill Points
    3 Proficiency (+15DP) = +3 SP, total of 6 Skill Points
    4 Proficiency (+20DP) = +4 SP, total of 10 Skill Points
    5 Proficiency (+25DP) = +5 SP, total of 15 Skill Points
    6 Proficiency (+30DP) = +6 SP, total of 21 Skill Points
    7 Proficiency (+35DP) = +7 SP, total of 28 Skill Points
    8 Proficiency (+40DP) = +8 SP, total of 36 Skill Points
    9 Proficiency (+45DP) = +9 SP, total of 45 Skill Points
    10 Proficiency (+50DP) = +10SP, total of 55 Skill Points


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    Zoid Stats

    Class: Determines the amount of internal slots and external hard points. Light class Zoids are among the fastest of Zoids but lack the load out capacity of the other classes. Heavy class Zoids are the slowest with poor maneuverability but the highest capacity for additional armor, weapons and equipment. Medium class Zoids strike a balance between speed/agility and load out capacity.

    Type: The type of animal (real or mythical) a Zoid is based on.

    Armor: Armor takes the damage for the Zoid. If a Zoid's body, head, or ALL legs/wings/limbs Armor goes to zero (0), its battle system freezes. Armor is divided between the different sections of a Zoid; in most cases this is Head / Body / and 4 legs.
    This stat is better known as Hit Points, or Vitality.

    Speed: Speed is a symbolic representation of the Zoid's top speed (while running/walking, flying, swimming, or digging) within the Zoids: AE universe. This applies to all Zoids; an aerial or ground Zoid with a speed of 15 would both be as fast as the other. Max base speed is 20, max enhanced speed is 25.

    Agility: Agility is a symbolic representation of a Zoid's maneuverability, and how quickly it reacts to pilot input. You should pick a Zoid that best suits your character's abilities. Also keep in mind that the type of Zoid will effect maneuverability; an aerial Zoid would be able to out-maneuver a ground Zoid with the same Agility rating because fliers have infinite planes of possible movement, while land-based Zoids have one flat plane. Agility ratings range from 1 - 50, with a max enhanced Agility of 60.

    Heat Index: The amount of heat buildup a Zoid can handle. You can lower your Heat Index by five points once per round by using an activation feat to "vent" the heat. Heat Indices range from 1 - 50.

    Internal Slots: Each Zoid has a certain number of slots available for upgrades. However, this does not include a stock Zoid's default parts, such as a Blade Liger's blades or a Gun Sniper's tail rifle. Additionally, certain components will have their own expansion slots; for example the Combat Processing Unit (CPU) will have upgrade slots to allow a pilot to add abilities to a Zoid. Each Class has a limit to the number of internal slots it can accommodate: Light - 4, Medium - 8, Heavy - 12.

    Combat Processing Unit Slots (CPU): A Zoid's CPU will have its own slots for upgrades.

    External Hardpoints: Mounting points for additional weapons and equipment. Each Class has a limit to the number of external hardpoints it can accommodate: Light - 5, Medium - 12, Heavy - 18.


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    Non Fused Organoid Stats

    Organoid Points: This represents the amount of experience your Organoid has acquired. Ten points will be given for each 100 Advancement Points given to your character.

    Repair: The percentage of base armor your Organoid can repair. Repairing will occur when the Organoid first fuses with your Zoid and at the beginning of a new round. Only base armor will be repaired; armor platings and NanoTech are excluded from repair.

    Stamina: The amount of time your Organoid can remain inside of a Zoid. 1 Stamina point = 2 actions.

    Power (PWR): Increases the DP of a Zoid's natural weapons.

    Boost: Additional Speed and Agility given to a Zoid when fused with the Organoid.



    See Organoid Information for more details.

      Current date/time is 26th July 2017, 21:43