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.
Zoidvolutions
Simply follow the guidelines below, get your zoid approved, obtain it in a Loot Quest and post your
zoidvolution in the store once obtained.
Evolution of a Zoid: A zoid can only evolve once it has physically and mentally bonded with its pilot. The seven tasks to complete to achieve evolution are as follows: 1. Zoid owned for at least ½ year (real time) To evolve, the first 3 items must be achieved. The fourth must be one of the two battle items. The fifth/sixth can be any of the rest. |
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5 tasks completed: New design of zoid allows minor speed, agility, hardpoints(ext and int.), heat index, and cpu slots upgrades. 2000 credits (must be approved by 3 staff members). |
6 tasks completed: Same as 5 tasks with ability to add armor and the ability to upgrade dp on up to 3 special abilities. (abilities must be approved by 3 staff members) Pilot pays 3200 credits. |
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All 7 tasks completed: Total redesign by the pilot, must remain the same form (ie. If you have a wolf it can’t become a bird, it can only evolve into another wolf type. Dinosaurs can evolve into lizards and pterosaurs to birds however since that's a real evolution anyhoo.) Pilot has the ability to increase all stats of the zoid and alter the special abilities of the zoid. After market parts and the reason for evolution can be used to add abilities within moderation (Though the parts used are lost). ONE attack can be INVENTED with proper explanation as to where it came from. All abilities/increases are subject to modification by admins to fit the evolution and keep it from being overpowered. Once completed it must be approved by 3 staff members. |
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Minor upgrades should be up to 50% of the original value added. For the 7 task evolution it is judged on a case by case basis by the admins. Keep in mind for the evolutions speed cannot surpass 15 for heavy zoids, 20 for medium, and 25 for light. Agility cannot surpass 25 for heavy, 50 for all others. Still all updates will be judged in the approval process. All upgraded abilities/attacks can have up to 50% added dp. A 7 task evolution can add to what the weapon does. All attacks can only perform two feats (ie: damage/splash, damage/stunning). Any stun requires a charge feat. Invented attacks can do up to 80dp. Those created from parts can do what the part does with slight additions on a case by case basis by the judge (up to 50% added dp!) The only way to obtain the evolution is through a RP quest. The quest must earn the pilot at least 100 RP credits to be considered legitimate. The evolution can be triggered by the ultimate sacrifices made by the pilot and zoid, or a stunning revelation that forces the zoid into a corner. Once in a corner, the animal reverts to its instincts and evolves to save itself. An Approval topic must be posted with the original and upgraded stats as well as links to all tasks completed so the admins can decide if they are all met. A brief synopsis of the LQ must also be posted so the admins can decide if it is valid to evolve a zoid. |
Fuzors
| Rules: -Maximum number of zoids that can fuse together with this system = 2 -Compatible types: the zoids to be fused cannot be the same type of zoid. The types are as follows: aerial, four-legged ground, two-legged ground, and water. -When purchasing the system, you must register it with the two zoids you plan to fuse if you own both of them. This cannot be changed later on without repurchasing the system. You must also specify which of the two will be the dominant zoid. -How it works: The stats of the dominant zoid will be boosted in the following ways: 1.Divide the recessive zoid's total armor in half, and add that number to the dominant zoid. 2. The Fuzors heat index and speed becomes the average of the two zoids being combined. 3. All special attacks, weapons, armor treatments, shields, and enhancements from the recessive zoid are added to those already present on the dominant zoid. -Temporary fusion: Temporary fusion between the registered zoids in battle requires the use of charge/activate feat, and in the case of a system freeze on ANY portion, the fusion is canceled. At the point fusion occurs, the pilot must post the new stats of the fuzor. -Permanent fusion: This fusion cannot be undone. The same rules apply for it as for temporary fusion, except that a system freeze on any portion will not cancel the fusion. -Fusion between zoids owned by separate pilots: This can only be a temporary fusion, and the two zoids need not be registered in the fusion system. Both pilots must own a Fuzor System of their own, and it does not matter if the system is already registered with two of their own zoids. The two pilots must decide before a battle that they will use the fuzor system and which of their zoids will be the dominant and recessive. The two pilots will be required to battle as one, with the pilot of the dominant zoid determining the total amount of actions possible. Proficiency will be both pilot's Proficiency stats added together. So not only must you be careful which of your zoids you chose as dominant, but also that the dominant pilot determines how many actions you will be able to achieve. Both pilots will write the battle post, with one pilot writing 1/2 of the actions, and the other writing the other 1/2. Only highly skilled pilots should attempt to fight in this fashion. |