Character Stats & Configurations.   Posted by God.Group: public
God
 GM, 4 posts
 The Will of Mankind
 Collective Unconscious
Wed 1 Mar 2017
at 18:44
Character Stats
Knightmare Stats

This is the stats for your Knightmare, these will decide how effective your knightmare is in battle. At character creation you gain 15 Points to spend on whichever stat that you would like to focus on, in this section. During the proper times, you may spend credits to improve your Knightmare Frame. (1000 Credits per Point)

- Material - 0 - Every 1 point increases HP by 2, Every 3 Points increase Defense by 1, Every 5 Increases melee and ranged by 1

- Transmission - 0 - Every 1 point increases Dodge by 2, Every 2 Points Increase Hit By 1, Every 5 Increase Movement By 1

- Contrivance - 0 - Every 2 points increase Defense by 1, every 3 points increase Melee Damage by 1

- User-Interface System - 0 - Every 1 point increases hit-chance by 2, every 2 points increases dodge by 1, Every 3 Points Increases Ranged Damage By 1

- Yggdrasil DriveĖ 0 - Every 2 Points Increase Energy Filler by 1, Every 5 Increase One Knightmare Stat By 1




Pilot Stats

These are the personal stats for your Pilot. These stats will improve certain things in your secondary stats. At character creation, you gain 4 Points to spend on whatever stats that you want in this section. For every level you gain, you gain an extra 2 points to add to your pilot skills.

-Skill- 0 (Every 3 Increases Melee Damage by 1, Every 3 Points Increases Ranged Damage By 1)

-Luck- 0 (Every 1 Points Increases Critical By 2, Every 2 Points Increase Hit By 1, Every 2 Points Increase Dodge By 1)

-Charisma- 0 (Every Point Increases Morale by 1, Every 3 Points Increases Negotiation By 1)




Secondary Stats

These are your secondary stats, that are attached to your main Pilot and Knightmare Stats. These stats will show health, damage, dodge. Please do keep track of these stats, since these will determine major things during battle.

HP: 10
The amount of damage you can take before being defeated. If it reaches 3 or below, you are wounded and lose 1 point of movement speed. If it reaches 0, your Knightmare is in critical condition, reducing your maximum movement speed to 1 and only capable of making one final Strike if you choose. If your HP falls to negative 6 or below, death occurs.

Movement Speed: 4
Determines how many normal tiles you can move per turn. Note that some tiles will be impassable or may decrease your movement speed.

Hit: 50
Amount needed to roll in order to hit, always determined by a 1-100 dice. If you only have a Hit Chance of 50, your roll result must be in the range of 1-50 otherwise your foe takes no damage from the attack. A targeted foes' Dodge always reduces your accuracy, for example if an enemy has 10 dodge, your dice range to hit becomes 1-40 instead of 1-50.

Dodge: 5
Reduces chance to be hit in melee or at range

Critical: 0
If you roll this amount or below when determining if your attack hits, your attack deals double damage.

Melee Damage: 1
Additional damage you inflict up-close and personal with your Knightmare Frame.

Ranged Damage: 0
Additional damage inflicted by any type of long ranged weapon with your Knightmare Frame

Defense: 0
If an enemy successfully lands a physical attack, your Defense will reduce that damage by its amount. For example, if a foe attacks you for 7 and you have a defense of 2, you'll only take 5 damage.

Strikes: 2
The amount of times your character can roll an attack in a single combat round

Energy Filler: 5
The energy that's inside of your knightmare frame. This depletes by one every three turns, and you can also use Energy Fillers to activate an Overdrive Ability. When you run out of Energy Filler, your movement is reduced to 0, and are unable to move.

Persuasion: 0
This declares how persuasive one person is at a given moment. At it's core, this trait simply allows your character to convince another NPC character. This stat will act as a modifier for persuasion, and when you roll for persuasion, you add this stat to the roll you received.

Morale: 0
This is the morale that an individual has, towards themselves. This is directly influenced by a character's personal persuasion and the higher a character's morale, the more efficiently they fight. Below is a Morale list that shows how much morale increases a certain amount of stats. During battle, morale is put together into one large pool of Unit Morale, and all allied units gain benefits from the Morale. Note Morale is not a permanent modifier to your stats, only a temporary one that can change.

This message was last edited by the GM at 06:35, Wed 29 Mar 2017.

God
 GM, 5 posts
 The Will of Mankind
 Collective Unconscious
Wed 1 Mar 2017
at 18:53
Configuratuions
Configurations:
These are the main configurations or "traits" that you can have yourself. Most traits cost one (or more) Energy Filler to use. During character creation you gain 3 Configuration Points, and you gain another Configuration Point, every odd numbered level. (i.e Level 3,5,7...) The Maximum level for players is 10. More traits will be added.

Noble Blood: To call yourself a Noble is one thing. To be recognized as a noble, however, is another thing. With this trait, not only be able to call yourself a noble (at your leisure) but all those who hear your name shall understand who you are, where you come from, and what your lineage is. This can have a variety of positive and negative effects depending on who and where you flaunt your name. Along with that, you also gain 2000 Credits when you begin the game. (Costs 3 Trait Points, May only be taken during Character Creation)

Geass: The Power of the King, or so it is called. After the reign of Emperor Lelouch, it was said that Geass had officially disappeared but, as recent events has shown, it hasnít. With this trait, you gain a fraction of this power for your own use in battle. (You can only choose one path) (Costs 3 Trait Points, May only be taken during Character Creation)(Each Rank After 1, costs 2 Trait Points each)

Rank 1: You Gained Geass
- Geass of Might (Once Per Battle, for 1 turn you deal +2 True Damage to all attacks)
- Geass of Speed (Once Per Battle, for 1 turn you gain +10 Dodge)
- Geass of Sight (Once Per Battle, for 1 turn you gain +10 Hit)

Rank 2: Your Powers Grow
- Geass of Might (Once Per Battle, for 2 turns you deal +4 Damage to all attacks)
- Geass of Speed (Once Per Battle, for 2 turns you gain +20 Dodge)
- Geass of Sight (Once Per Battle, for 2 turns you gain +20 Hit)

Rank 3: Your Destiny Has Been Forever Changed
- Geass of Might (You gain +6 True Damage Permanently)
- Geass of Speed(You gain +40 Dodge and +2 Movement Permanently)
- Geass of Sight (You Gain +40 Hit and +2 Range with Ranged Weapons Permanently)

Knightmare Training: Whether it is by personal experience, or someone was able to teach you, your skills as a Knightmare Pilot has grown, and with that you are above the average pilot. With each rank in this trait, you gain more skill with your Knightmare Frame.

- Rank 1: Your Training has increased your skill to be that of an Above Average Pilot. (With this trait you may increase one Knightmare Stat by 2 or two Knightmare Stats by 1 each)

- Rank 2: Your training has increased your skill so that you are an Experienced Knightmare Pilot. You are more in tune with your Knightmare Frame that you can even use the Slash Harkens as a weapon in combat. (With this trait you gain 2 more points to add to your Knightmare Frame Stats, and you gain the Permanent Weapon Slash Harken.
Slash Harken-(Damage 1, Range 1-3)(This weapon is always equipped and can be used, as long as you have strikes remaining. You may also use 1 energy filler to attach yourself to an obstacle within the Slash Harkenís range and pull you closer to target for no movement.)

- Rank 3: Your skill has reached its peak, and you can consider yourself an Ace Pilot now. (With this trait, you gain two more points to add to your Knightmare Frame stats, and Once Per Battle an enemy attack that would bring  you down to 0 HP or lower, now leaves you with 1 HP instead.)

Auto-Targeting System:  With the newest technology at your fingertips, you were able to enhance the targeting system on your User Interface System of your Knightmare. As such, when you gain this trait you may spend 1 Energy Filler to attack as many enemy units within range, as long as you have enough strikes.

Quicksilver Coat: The newest technology at your fingertips, and with it you were able to enhance your Knightmare with a peculiar metal, that doesnít make your Knightmare tougher, but lighter. With this trait, you may spend 1 Energy Filler to move after you have made your strikes.

Ripper Rounds: Replace your old rounds, with new and improved rounds that make enemy armor like paper. With this trait, you may spend 1 Energy Filler Point, and choose one Ranged-Weapon that you have. For the rest of the battle, it gains +3 Armor Piercing damage. Note, this trait doesn't add 3 damage or 3 true damage, simply 3 armor piercing.

Maser Vibration: A type of weapon that uses a combination of extremely high oscillation rates and temperatures in order to increase the cutting effectiveness of the weapon. With this trait, you can spend 1 Energy Filler Point and choose one Melee-Weapon that you have. For the rest of the battle, that weapon gains +3 Armor Piercing Damage. Note, this trait doesn't add 3 damage or 3 true damage, simply 3 armor piercing.

Over Powered Strike: Overclocking your nightmare's capabilities to extend extra damage you take from one enemy to the next. With this trait, when you attack an enemy in melee, you can deal half of that damage to another target within 1 range of the original target.

Optical Sensory Unit (OSU): An advancement that attaches directly to your User Interface System. OSU allows your weapon to target enemy combatants that are outside of your weapon's natural firing range with efficiency. With this trait, you can use one Energy to increase the range of all ranged weapons by 1.

Dual-Intelligence Operations (DIO): An advancement that enhances a Knightmare Frame's ability to split console commands. With this trait you may use 1 Energy Filler and for the rest of the battle, you may dual wield any two weapons that you have. You also gain +1 Strike for the rest of the battle. Note, when using DIO, you only attack with one weapon, and you switch between the held weapons every strike. Exsample: Sword 1 and Sword 2 are under the affect of DIO. Strike 1 will be with Sword 1, but strike 2 will be with sword 2, and strike 3 will be with sword 1 again, ect...
(Costs 2 Configuration Points)

This message was last edited by the GM at 06:31, Thu 23 Mar 2017.