About The Organoids
How do they work?As you rise up through the ranks, so will your organoid's strength. Organoids can feel every pain an attack on your zoid inflicts, and holding onto the very core of the zoid is tiring and difficult; Imagine running the boiler room of an air craft carrier (a really big ship) by yourself while hugging the incredibly hot main engine with all your limbs and body curled around it. However, given an increase in experience and strength, your organoid will be able to remain attached to your zoid longer.
Below is how long your organoid can remain fused with your zoid's core, based on your pilot and zoid?s class.
Classes
Class - Turns FusedE - - N/A
D - - 2 turns
C - - 4 turns
B - - 8 turns
A - - Full battle
S - - Full battle, and while out of battle
As was stated earlier, each organoid gives a distinct advantage in battle. Each organoid gives a 50% increase to the stats of the zoid, but are varied between three different distinct categories. Below are the different organoids and what their powers will bring to you.
But first! Regular organoids come with instinctual accuracy, which is the ability to ignore accuracy decreasing weapons/abilities. The organoid is capable of sensing out another zoid without optical needs. Pulse and all custom organoids may purchase such an ability from the pilot equipment shop for a relatively cheap price.
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Ambient-typeWhen fused,- May change the zoid?s shape, color, or general appearance
- Is able to resurrect a completely destroyed zoid
- Special Ability: Instinctual Accuracy
- Increase in power (AM) by 20%
- Increase power of each weapon (AT) by 10%
- Increase in overall armor (DF) by 20%
When separated,- Incredible physical strength; can fight very well with or without a zoid
- Fiercely protective, but a slow learner. Hot-headed, ambitious pilots would do well with this one.
- Tends to lean towards bonding with those of the Empire, rather than Republic
- Equally dependant upon zoid and pilot, rather than choosing a favorite to stay nearest.
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Specula-typeWhen fused,- May make the zoid grow much larger than its original size
- Is able to resurrect a completely destroyed zoid
- Special Ability: Instinctual Accuracy
- Increase in overall defense (HP) by 20%
- Increase in overall armor (DF) by 20%
- Increase in overall energy (EP) by 10%
When separated,- Psychic abilities; can control other, pilot-less zoids and other machinery to an extent with its mind
- Quick learner, but has a lean and somewhat weak body structure, making it agile and quick.
- Moderately dependant on the pilot, more heavily dependant on the zoid itself. It loves control and controlling things. Be careful of what you let it get into.
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Zeke-typeWhen fused,- Is able to act as an escape pod for the pilot
- Is able to resurrect a completely destroyed zoid
- Special Ability: Instinctual Accuracy
- Increase in overall defense (HP) by 25%
- Increase in overall power (AM) by 15%
- Increase in overall armor (DF) by 10%
When separated,- Notable ability to find ruins and artifacts, particularly of ancient zoidians and sometimes of great monetary value
- Able to locate friends and friendly zoids at great distances, no matter the terrain or
- Can bond with a friend?s zoid for two turns to aid in battle. However, this will greatly fatigue the organoid and it will not be able to be used next battle. It also cannot be fused with your zoid at the same time. Friend?s zoid cannot have an organoid of its own.
- Extremely loyal and friendly to the pilot; the real best-friend of the organoids. Moderate physical strength. If you aren?t a frequent roleplayer, the Zeke-type will still stay with your pilot for four months without attention.
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Shadow-typeWhen fused,- Is able to act as an escape pod for the pilot
- Is able to resurrect a completely destroyed zoid
- Special Ability: Instinctual Accuracy
- Increase in overall defense (HP) by 20%
- Increase in overall power (AM) by 20%
- Increase in overall energy (EP) by 10%
When separated,- Violent, rebellious. All in all, dangerous. It tends to desire a partner who has few friends, since it is very possessive of the pilot it bonds with. This is the main one, along with Ambient-type, who would just as quickly kill as love.
- Able to fly for short distances with boosters and bat-like wings.
- If the pilot loses their main zoid, and comes across another, this type of organoid can fuse with that core just as easily as the prior zoid?s core.
- Heavily dependant on the bond with the pilot; if you?re inactive for an extended period of time, it will quickly leave you.
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(Currently, Pulse is not included due to lack of reference images)-------------------------------------------------------------------
- Obviously, no image available -
Custom Organoids- Open -
(Application is the same as for a regular organoid, but please be as specific as possible for what you'd like it to look like.)
Information(1) Price: 200,000 Gaian gold and $25,000 Zi Money.
(2) This is custom. Don't ask for "A Shadow-type with these different skills." That's not custom enough to bother with.
(3) I won't be as picky with the quests for these, but I WILL be picky with what skills you're choosing for it.
When Fused, select three of the following- Increase overall defense (HP)
- Increase overall armor (DF)
- Increase overall power (AM)
- Increase overall energy (EP)
- Increase power of each weapon (AT)
- Decrease EP of each weapon (EP-W)
- Something else? Feel free to suggest.
(The percentages of the three
MUST add up to 50% or below)
- Automatically comes with the ability to resurrect a completely destroyed zoid.
Other fused selections- Phenotypic change
- Glowing attributes
- Escape pod
- Suggestions?
While separated, select a maximum of two to three- Up to you to decide, but I reserve the right to deny overly powerful characteristics. These include any abilities the organoids have while they are separated from the Zoid, such as Ambient's physical strength, Specula's limited telepathy, et cetera. If you want more than two special capabilities, they should be minor. Organoids are awesome, but they can only do so much.