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Posted: Thu Jan 12, 2006 5:55 pm
This thread is for those who do not have a pilot with full stats yet. This thread will also help explain what each stat will do, and how you can create a balanced character in the Statistical Division.Pilot Status Form Pilot Name: Melee: Shot: Evade: Accuracy: Defense: Skill: Sky: Land: Water: Space: Personality: Special Skill 1: Special Skill 2: Special Skill 3: Special Skill 4: Special Skill 5: Special Skill 6: Seishin 1: Seishin 2: Seishin 3: Seishin 4: Seishin 5: Seishin 6: The 6 first stats are Melee, Shot, Evade, Accuracy, Defense, and Skill. Each stat's max is 400, and you have from 875 to 915 to use to distribute among those 6 stats. Also, to prevent any severe unbalances, 80 will be the minimum, and even then, none of the stats should really be 100 IMO.
Melee: Affects how strong your melee attacks are. Shot: Affects how strong your shooting attacks are. Evade: Affects how well you can dodge enemies' attacks. Accuracy: Affects how well you can accurately hit the enemy units. Defense: Affects how well you can decrease damage dealt on you. Skill: Affects how often you can do a Critical Hit on the enemy. Also affects how well you can prevent enemies from doing Critical Hits on you.
Your pilot's compatibility within environments. The environments are Sky, Land, Water, and Space. From best to worst, use S, A, B, C, D. The standard for most pilots are..
Sky: A Land: A Water: B Space: A
but you can choose whatever you'd like here, as long as it's reasonable for the character you are RPing. Which means, avoid having too many S rank, or any, unless that character has a logical reason for having so.
Your pilot's personality during battle. Choose from one of these.
Very Aggressive, Aggressive, Normal, Timid
The personalities affects how much, and in what way your morale would go up during battle.
Check the next two posts for the list of Special Skills and Seishin we have.
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Posted: Thu Jan 12, 2006 5:55 pm
Skill List
Skills available to Mech Pilots. (L: #~#) Indicates a skill that grows in level, and improves with each level.
Potential(L: 1~9)- As HP falls below a certain percent, Mech defense, critical rate, accuracy and evade will rise. Percentage for bonus becomes higher with level.
Gunfight(L: 1~9)- Raises damage of shooter type weapons by 50 per level of Gunfight. Range to shooter type weapons will increase by 1 at level 4, and 2 at level 7.
Infight(L: 1~9)- Raises damage of Melee type weapons by 50 per level of Infight. Movement range to mech increases by 1 at level 4, and 2 at level 7.
Foresight - Hit and Dodge rates increase at 130 morale.
Leadership(L: 1~4)- Offers evasion and hit rate bonuses to surrounding allies. Range increases as the leadership level rises.
Support Attack(L: 1~6)- Permits the ability to assist an attacker. Use is limited to the level of support attack during a single turn.
Support Defense(L: 1~6)- Permits the ability to take a hit for an ally as if you were defending. Use is limited to the level of support defense during a single turn.
Veteran - All EN attacks reduced to 70 percent of their original energy cost.
Guard - Increased Defense when Morale exceeds 130.
Sword Cut(L: 1~9) - Chance to cut down enemy projectile attacks, or parry blade type attacks.
Shield Guard(L: 1~9) - Ability to defend with shield while guarding.
Counter(L: 1~9) - When attacked, chance to counterattack before the enemy initiates his attack.
Attacker - At 130 morale, all attacks do 1.2 X normal damage.
Revenge - Counterattacks do 1.2 X normal damage
Spirit Evade - +1 Morale when successfully dodging.
Spirit Hit - +1 Morale when successfully connecting with an attack
Spirit Damage - +2 Morale when you take damage
Strong Initiative - +5 Morale at the start of battle.
Rising Spirit - +2 Morale at the start of every turn, excluding the first turn.
Unify - When support attacking, both units strike together before the enemy makes an attack.
SP Recovery - Recover 10 SP per turn.
SP Up (L: 1~9) - Increased SP with level gains.
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Posted: Thu Jan 12, 2006 5:56 pm
Hot Blood - For one attack, damage will be x2.
Exhaust - Lower one enemies morale by 10.
Mercy - If skill is higher than opponents, and blow is strong enough to kill, attack leaves target with 10 HP.
Snipe Attack - For one turn, all attacks (Excludes Range 1 and MAP) gain +2 range.
Flash - For next attack, dodge rate is 100 percent.
Great Effort - For one combat sequence, EXP gained is doubled. Includes any action, be it dodge, defend, attack, or counter.
Aid - Cast Great Effort on one allied unit. Same rules apply.
Luck - For one combat sequence, gain double credits. Same rules of Great Effort.
Bless - Cast Luck on one allied unit. Same rules as Luck.
Concentrate - For one turn, Hit and Dodge rates rise by 30 percent.
Sure Hit - For one turn, hit rate is 100 percent.
Inspire - Cast Sure Hit on one ally. Same rules as Sure Hit.
Abandon - Gain the effects of Sure Hit and Flash. Same rules apply for both effects.
Iron Wall - For one turn, all attacks do 1/4th normal damage.
Accelerate - +3 Movement for one movement sequence.
Awaken - Take another turn after ending your turn.
Perserverance - Regain 30 Percent HP.
Great Percerverance - Regain 100 Percent HP.
Yell - Gain 10 Morale.
Vigor - Gain 30 Morale.
Trust - Restore 2000 HP to any allied unit.
Friendship - Restore all HP of any allied unit.
Resupply - Restore all EN and Ammo to any allied unit.
Move Again - Cast on any allied unit who has ended his or her turn to allow him or her to take another turn.
Rally - All units adjacent to caster will gain 10 Morale.
Hope - Restore 50 SP to any allied unit.
Rush Attack - All attacks (Excluding MAP weapons that can't be used post movement) are capable of being used after movement for one turn.
Direct Attack - For one attack, your attack will pass through any enemy defenses. Includes barriers of any sort, Bunshin, and support defense.
Spirit - For one attack, damage is x2.5.
Invincibility - The next attack that successfully strikes your unit will be reduced to 10 damage.
Love - Gain effects of Flash, Sure Hit, Luck, Effort, Hot Blood, Yell, and Accelerate. Each spell takes it's individual rules into effect.
Credits to Guilliam Yaeger for supplying me with these lists.
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Posted: Thu Jan 12, 2006 5:58 pm
Asetro101 melle 200 shot 175 evade 125 accuracy 160 defence 150 skill 100 Sky A Land A water B space A Aggresive special1: Counter special2:Revenge special3:Spirit Damage special4:SP recovery special5:Shield guard special6:Attacker Seishins1:Flash seishine2:Sure hit seishine3:iron wall seishine4:Awaken seishine5:Friendship seishine6:Spirit
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Posted: Thu Jan 12, 2006 6:00 pm
Ander_Cypher This is a tenative idea of the character. If I put something down that's wrong, or too high or low, or whatever, please tell me. Ander Cypher Melee: 200 Shooting: 140 Accuracy: 140 Evade: 150 Defend: 150 Skill: 135 Sky:A Land:A Water:B Space:S Personality: Normal. Special skills: Infight Leadership Sword Cut Rising Spirit Force Power (???) {Lv. 5 if possible...?} Future Sight Seishin spells: Flash Concentrate Sure Hit Accelerate Awaken Great Percerverance
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Posted: Thu Jan 12, 2006 6:01 pm
xxarchangelxx Pilot Name: Fenris Calfora Melee: 200 Shot: 140 Evade: 180 Accuracy: 170 Defense: 120 Skill: 100 Sky: A Land: S Water: C Space: A Personality: Agressive Special Skill 1: Foresight Special Skill 2: Infight Special Skill 3: Sword Cut Special Skill 4: Counter Special Skill 5: Attacker Special Skill 6: Strong Initiative Seishin 1: Hot Blood Seishin 2: Mercy Seishin 3: Awaken Seishin 4: Flash Seishin 5: Vigor Seishin 6: Awaken
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