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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  
     

Printable version of the rules, click here. (For reference only)

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Death shall come to anyone that steals this RPG's game system.


Statistical Data

All these stats exist to give you more room to stretch your Role Playing Skills; they don't necessarily determine battle outcome. Judges will use both stats and Role Play to determine hit rates, dodges and successfulness of various other maneuvers.

AP-Advancement Points: Everything you do in the game from general RP to training gives 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- Determines your pilot's abilities. Each time you reach new growth levels you will be allowed to apply more points to your Pilot Stats.

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 any way you wish. You will be notified each time you advance in level so you can apply your points, you can 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. The following feats may be performed per action, with a few restrictions. Each feat type can be used once per action, (ex. Normally you can only use the attack feat once in an action, but using your reflexes to add an addtional feat to one of your actions can allow you to attack twice in that action) and you are only allowed 2 feats per action (again, unless you use your reflexes to add another feat in that action).

Attack- Used to inflict damage to your opponents zoid.
Block- Atempt to guard against an opponents attack.
Dodge- Used to avoid an opponents attack.
Activate/Charge- Used to activate a weapon, "vent" heat, or begin a charge sequence if a part or weapon requires it.

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 1 special feat per action. Each Special feat uses up one Reflex point, they are replenished after battle.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. (Uses 1 Reflex Point)

Sprint: [Takes the place of Activate/Charge] Like all animals the instinct of fight or flight is in all zoids. 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 opponents 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 Block] Some pilots know they can't escape certain attacks. Their human instincts allow them to position themselves in the safest stance to brace for the attack and minimize damage while allowing a quick counterstrike.
Reduces melee damage to 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 go back to its wild state for a short period. Only melee attacks can be used during this period. Upon activation lasts 3 actions.
+25dp 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) - This stat represents how proficient a pilot is with a certain type of weapon. Add 5 DP for each point allotted to the weapon types below.

Rifles

Cannons

Machine Guns

Melee

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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 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 ARM goes to 0, its battle system freezes. Armor is divided between the different regions of a zoid, in most cases this is Head / Body / and 4 legs.

SPD- Speed.  It is a symbolic representation of the zoids top speed (while running/walking, flying or swiming) within the Zoids AE unverse. Max base speed is 20, max enhanced speed is 25 (1-20)

AGL- Agility. It is a symbolic representation of a zoid's maneuverability, and how quickly is reacts to pilot input. You should pick a zoid that best suits your characters abilities. Also keep in mind that the type of zoid will effect maneuverability; An Air Type zoid would be able to out maneuver a land type with the same AGL rating (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 Snipers tail rifle. Additionally certain components will have there 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 accomidate: Light- 4, Medium-8, Heavy-12

CPU (Combat Processing Unit) Slots- A zoids CPU will have it's own slots for upgrades.

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

 

Weapon Hit Points- This number represents the amount of damage a specific weapon can take. When a weapon's hit points are gone the weapon can no longer be used. In a Salvage Rights battle weapons that reach 0 Hit Points are severed from a zoid. Does not apply to a zoid's natural weapon systems. Area damage will not reduce Weapon Hit Points; weapons must be specifically targeted.

Heat Index- The amount of heat build-up 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 : This represents the amount of experience your Organoid has acquired. 10 points will be given for each 100 Advancement Points given to your character.

Repair: The percentage of armor your organoid can repair. Repairing will occur when the Organoid first fuses with your zoid and at the beginning of a new round.

Stamina: The amount of time it can remain inside of a zoid. 1 Stamina point = 2 actions.

Power: Increases the DP of a zoid's natural weapons.

Boost: Additional speed given to a zoid when fused with the 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