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
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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.
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 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 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. 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. 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 |
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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 |