Rules
Ver. 3.1 Final
©2002-2004
Zoids After Era RPG
| Basic Rules | Stats Defined | Role Play System | Battle Data |
| Teams/Classes | Organoid Systems | Custom Zoids and Fuzors | |
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Printable version of the rules, click here. (For reference only) |
No part of the rule's found on this RPG can be used on another
website.
Death shall come to anyone that steals this RPG's game system.
Statistical Data
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. AP (Advancement Points): Everything you do in the game, from general RP to training, can earn you Advancement Points. When a certain number of points has been reached you will be allowed to move to the next growth level. GL(Growth Level): This determines your pilot's abilities. Each time you reach a new growth level you will be allowed to apply more points to your Pilot Attributes. Pilot Attributes There isn't a set number for stats at each growth level. Instead, you are given Skill Points to add to your pilot's attributes in any way you wish. You will be notified each time you advance in growth level so you can apply your points; you may also opt to have a staff member apply them for you. Mental Ability (Max = 20): Represents your character's basic mental competence for piloting a zoid. This will determine the total actions your character is able to perform. Low Mental Ability may hurt your character's performance with certain zoids.
1 Point to Mental Ability = 1 Action per turn. 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 Reflex points. Points are replenished after the battle is complete. When using a Reflex, Roleplay it out as your character would act (don't say that your character used his double attack reflex; RP him/her pulling the trigger twice). Your Action Summary should look as so: 1a) Blah (Feat) 1b) Used REFLEX NAME to blah blah (Feat). The following special feats may be performed by using your reflexes: Double Attack: [Takes the place of Sprint: [Takes the place of Intercept: [Takes the place of Quicker than the Eye: [Must be used before the feat you want to go unnoticed. Takes the place of After Image: [Takes the place of Counter Attack: [Takes the place of Parry: [Takes the place of Rage: [Takes the place of Rewiring: [Takes the place of _____________________________________________ 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 maneuverabilitybut the highest capacity for additional armor, weapons and equipment. Medium class zoids strike a balance between speed/agility and load out capacity. Type: The kind of animal (real or fictional) a zoid is based on. ARM (Armor): Armor takes the damage for the zoid. If a zoid's body, head, or ALL legs/wings Armor goes to zero (0), its battle system freezes. SPD (Speed): Speed is a symbolic representation of the zoid's top speed (while running/walking, flying or swimming) within the Zoids AE universe. Max base speed is 20, max enhanced speed is 25. AGL (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. 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 will have upgrade slots to allow a pilot to add abilites to a zoid. Each Class has a limit to the number of internal slots it can accommodate: Light - 4, Medium - 8, Heavy - 12. CPU (Combat Processing Unit) Slots: A zoid's CPU will have its own slots for upgrades. External Hard Points: Mounting points for addtional weapons and equipment. Each Class has a limit to the number of external hardpoints it can accommodate: Light - 5, Medium - 12, Heavy - 18.
Heat Index: The amount of heat buildup a zoid can handle. You can lower your Heat Index by 3 points once per round by using an activation feat to "vent" the heat (1-50). Skill Progression Chart |
| AP | GL | Skill Points |
| 1000 | 2 | + 3 |
| 2500 | 3 | + 4 |
| 4000 | 4 | + 3 |
| 5000 | 5 | + 4 |
| 7000 | 6 | + 3 |
| 10,000 | 7 | + 4 |
| 13,000 | 8 | + 3 |
| 16,000 | 9 | + 4 |
| 20,000 | 10 | + 3 |
| 23,000 | 11 | + 4 |
| 27,000 | 12 | + 3 |
| 31,000 | 13 | + 5 |
| 35,000 | 14 | + 4 |
| 38,000 | 15 | + 5 |
| 42,000 | 16 | + 4 |
| 47,000 | 17 | + 5 |
| 52,000 | 18 | + 4 |
| 57,000 | 19 | + 5 |
| 63,000 | 20 | + 4 |
| 68,000 | 21 | + 5 |
| 74,000 | 22 | + 4 |
| 80,000 | 23 | + 5 |
| 86,000 | 24 | + 4 |
| 91,000 | 25 | + 5 |
Non Fused Organoid Stats Organoid Points : Thisrepresents the amount of experience your Organoid has acquired. 10points will be given for each 100 Advancement Points given to yourcharacter. Repair: The percentageof armor your organoid can repair. Repairing will occur when theOrganoid first fuses with your zoid and at the beginning of a newround. Stamina: The amount of time it can remain inside of azoid. 1 Stamina point = 2 actions. Power: Increases the DP of a zoid's natural weapons. Boost: Additional speed given to a zoid when fused withthe organoid. |
| Organoid Points | Growth Level | Repair | Stamina | Power | Boost |
| 0 | 1 | 15% | 1 | 10 | 1 |
| 100 | 2 | 20% | 2 | 12 | 2 |
| 200 | 3 | 30% | 3 | 14 | 3 |
| 300 | 4 | 40% | 4 | 16 | 4 |
| 400 | 5 | 50% | 5 | 18 | 5 |
| 500 | 6 | 60% | 6 | 20 | 6 |
| 600 | 7 | 70% | 7 | 22 | 7 |
| 700 | 8 | 80% | 8 | 24 | 8 |
| 800 | 9 | 90% | 9 | 26 | 9 |
| 900 | 10 | 100% | 10 | 28 | 10 |