| The Systems; The Game System and Rules thereof | |
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| Tweet Topic Started: Nov 20 2008, 02:48 PM (151 Views) | |
| Darquarius | Nov 20 2008, 02:48 PM Post #1 |
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For the purposes of systems in this RP, for things like adjudicating Battles, Checks, and Balances, we use a modified form of Dungeons and Dragons D20 system. 1.) Introduction 2.) Races of Planet Zi 3.) Character Classes 4.) Skills 5.) Feats 6.) Zoids (Models) This has been your table of contents, thanks and enjoy. |
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| Darquarius | Nov 20 2008, 03:15 PM Post #2 |
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The Races of Planet Zi number in three: Human: Simple enough to explain, right? We see them in real life every day. Now here's the stats on them for the purposes in this game: Stat bonuses: total of three bonus points to be used on stats of the player's choice, total of three points that must be minused from stats of the player's choice. Special Ability: Dumb luck, once per day a failed check may be re-rolled to make sure that it actually failed. Critical fails (except in combat) are treated as normal failures. Humanity, as always, is a highly adaptive and specializes in no one particular field of practice. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zian: A half breed race that wasn't here thousands of years ago. This race is the most predominant on the planet and is the culmination of cross breeding between the Zoidians and Humans that began thousands upon thousands upon thousands upon... well you get the idea. Anyway, it's essentially a more specialized version of humanity that is geared towards piloting zoids. Special Ability: Zoid knowledge. A character of this race begins with no less than 2 ranks in Knowledge: Zoids skill. Their synergy bonuses in all things relating to zoids are doubled as well. Stats: Zians gain a +2 to Int, +2 to Wis, and Suffer a -2 to Con and a -2 to Cha (owing to those wierd looking birthmarks that they seem to have... just weird...) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zoidian: This race was thought to have been long since wiped out, however, there -have- been reports of sightings all around the planet, mainly in the vicinity of ruins and fallen structures where zoid archaeologists dig to uncover the secrets of the past. The zoidians were the race who created the zoid cores and the seemingly mystical technology which surrounds them. Their technology is so far advanced that we have only begun being able to replicate and manipulate it. Stats: Zoidians gain a +2 to Int, +2 to Wis, +2 to Cha, and +2 to Dex, suffering a -4 to Con and a -4 to Str. Special Ability: Zoid Infusion: Once a Zoidian reaches level 10, they gain the ability to 'fuse' with a zoid and help to advance it's evolutionary processing, thus taking it up to the next level. There are rather extreme prerequisites and requirements for this ability to be used, which will be defined later. |
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| Darquarius | Nov 24 2008, 10:01 PM Post #3 |
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Classes: Engineer: In a world filled with metal beasts and mechanical animals, Engineers are the veterinarians. Their jobs are to build, repair, and upgrade Zoids of all shapes and sizes, and a large degree of study, education, and intelligence is required to get this done. Engineers have all of the above. They're typically well versed enough with Zoid control systems that they can pilot virtually any Zoid, however, owing to their extensive training in mechanical and electrical fields, they seldom have proper training in combat scenarios and take negatives when engaging enemies in Zoid Battles. Class Traits: ****Pacifism: Engineers are workers, not fighters, so all DCs and ACs are treated as though they were four points higher when an Engineer makes a check in a battle scenario. ****Keen Mind: Starting at level 5, an Engineer can take a +2 synergy bonus on all intelligence based skill checks so long as they have at least one rank in said skill. ****Utter Brilliance: Starting at level 15, an Engineer takes an automatic +8 synergy bonus to all intelligence based skill checks. This bonus stacks with Keen Mind's bonus. Other Statistics: Hit Die: d4 Skill Points (per level): 8+Int mod. (x4 at first level) Class Skills: Appraise, Archaeology, Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Disable Device, Decipher Script, Handle Zoid, Heal, Hide, Jump, Knowledge, Listen, Move Silently, Open Lock, Programming, Search, Sense Motive, Spot. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Soldier: Soldiers are highly trained professionals. Members of this caste are likely one of two things: 1st.) A retired, discharged, or AWOL member of a nations military, or 2.) a seasoned veteran of a City-State militia. Soldiers are typically extremely systematic and can usually pilot any non-custom Zoid with little difficulty. The problem therein lies in the fact that their training has distanced them from the natural bond of man and machine. They are trained to not grow attached to their Zoids as the likely hood of the Zoid's destruction is very high. This prevents them from synchronizing with their Zoid and thus, prevents the Zoid's full potential from being reached. The offset to this 'glitch' is the fact that Soldiers can also fight on foot if need be without taking penalties. Soldiers on planet Zi are also experts at commandeering enemy Zoids with or without the enemy pilot being inside at the time. Class Features: ****True Versatility: Soldiers take no circumstantial penalties to combat rolls resulting from weather, climate, terrain, or whether they're in a Zoid or not. Soldiers are trained to fight in all conditions, under all circumstances. ****Zoid Master: At level 1, a Soldier selects either land locked or flying type zoids. The soldier is proficient with all non-custom Zoids (except gargantuan class models) of that type. At level 10, the Soldier becomes proficient with all non-custom Zoids, and at level 20, the Soldier can pilot, literally, any Zoid in existence. However, the sync ratio of a Soldier (and all multi-class variations thereof) is always 0%. ****Professional Wisdom: Soldiers, though uniform, are not all the same. They come from all walks of life and coalesce into an army. It is through this army's interior interaction that an extremely wide variety of knowledges and skills are learned. As such, all skills are considered 'class skills' for anyone of the Soldier Class (only when leveling your soldier class though, in an instance of multi-classing) Other Statistics: Hit Die: d10 Skill Points: 4+Int Mod. (x4 at first level) Class Skills: All ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Transporter: The transporter class is extremely useful in most every situation. Transporters are typically highly knowledgeable in regards to geography, military structure, important names and faces, and dirty little secrets that said faces don't want getting out. While they aren't warmongers by nature (like the Soldier, Pilot, and Warrior classes), they can handle themselves decently in their own Zoid, which is typically a land-locked, cargo type such as the Gustav, the Hover Cargo, or some similar model. However, it's also not uncommon to see one using a heavy attack Zoid such as a Dibison, a Cannon Tortoise, or a Red or Dark Horn. So long as the Zoid has a high towing capacity and a decent speed on it, they'll drive it. In adventuring parties, you'll typically not see the Transporter Class at all. Their style of fighting has been referred to as 'cheap', 'dirty', and 'uncouth' but it IS extremely effective... get behind the enemy, and either blast his exposed rear flank, or ram him and immobilize the zoid so that your guardians (Warriors, Pilots, or Soldiers) can finish him off more easily. Then? After the battle is over? Kick the pilot to the curb and salvage his zoid for refurbishing or strip it for parts. That's how the Transporter rolls. Oh, and don't worry about being caught by the authorities, Transporters are excellent negotiators and can talk the talk among diplomats as well. Class Traits **** Sneak Attack: Transporters often find themselves dealing in things slightly less than legal. So they've learned various tactics to increase their stealthiness. This has an awesome little byproduct of being able to strike your enemies and catch them unawares. When declaring a sneak attack, the enemy is attacked based on their flat-footed AC (Normal AC minus the Zoid's Dex and the Pilot's Int bonuses) also, the critical range for this attack is doubled and if a critical hit is scored, the Zoid is in a state of either "Combat System Freeze" or "Command System Freeze". A normal hit deals double damage. **** Find Traps: Transporters also have custom sensor arrays fixed to their Zoids which allow them to detect such things as mine fields and sleepers. This check is not automatic, however, as the Sensor Array must actively 'PING' these devices. The check is made based on the 'survival' skill with a +2 circumstantial bonus to the roll. **** Heavy Armor: In order to pull their cargo along their merry little ways, Transporters must have heavy Zoids that have enough mass and torque to pull said cargo. The downside to this, is that their speed is often halved as a direct result of this. An unmodified Zoid that is a 'Transportation' Zoid suffers a -50% negative to their overall speed. Modifications can be installed to decrease this negative (oversized servos, rocket and ion boosters, etc.) However, as a general rule, Transporters will never be as fast as normal Zoid. The bright side, though, is that they have an additional +5 AC bonus due to natural armor. Other Statistics Hit Die: d6 Skill Points: 6+Int Mod. (x4 at first level) Class Skills: Appraise, Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Zoid, Heal, Hide, Intimidate, Knowledge (Geography), Knowledge (Hierarchy), Knowledge (Military), Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Spot, Survival, Use Rope. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zoid Pilot: Zoid Pilots are something of an elitist class. That's not to say they won't help anyone who needs/wants/can pay for it, it's more to say that they tend to have a 'holier-than-thou' aura about them. They're almost always well dressed, almost always have a well mannered vocabulary, and they never seem to be concerned about fighting enemies, regardless of how impossible the odds are. The reason for this? They have all the maneuverability in the world at their fingertips. These guys can pilot virtually ANY airborne Zoid as though it were custom tailored for their use. Zoid Pilots are highly Charismatic people, either in appearance or demeanor, usually both. The major downfall to a Zoid Pilot's capabilities, is that they have no ground fighting capabilities unless the enemy is also an unmounted Zoid Pilot. Their ground fighting techniques typically include shooting their side arms and then fleeing before fire is returned. However, that being said, the likely hood of ever seeing a good Zoid Pilot on their feet in combat isn't in your favor. Class Traits: **** Hard Target: Starting at Level 5, Zoid Pilots take an additional +3 deflection bonus to their Zoid's AC when in a flying type Zoid. This bonus increases by +1 every additional 5 level gained up to a maximum of +5 to Deflection. This represents their uncanny ability to dodge ground based fire and dog fight with airborne Zoids. A true Zoid Pilot is awesome to see in a combat scenario. **** Luck of the Barron: Starting at level 10, Zoid Pilots also have the additional bonus of having an apparently INSANE amount of sheer, dumb, luck. Fatal shots, thought to have hit, miss them, master marksmen with gunsnipers find themselves discouraged by the Pilot's ability to just barely dodge incoming fire. How is this possible? After the 'to hit' roll is made, even if it succeeds, roll d%, anything less than 30 misses. This DC increases by twenty points at level 20, meaning that even when you think you've hit the Pilot, you still have a fifty percent chance of missing him. **** Paper Skin: The problem with Airborne Zoids becomes relatively obvious after you've actually managed to hit one. The have virtually no armor at all as a general rule. Further more, owing to their extremely high rates of speed, depending on their trajectory, they could very well take double damage from a ballistic, shell, or missile weapon. As if that wasn't bad enough, there are so many external components that, if hit, could cause flight system malfunctions... all in all, when you look at it like THAT, these Zoids are DEATH traps. How is this reflected in game? Each time a Zoid Pilot's Airborne Zoid is hit, they roll d100 twice. the first roll is to see if they've taken extra damage, the second roll is to see if they're now going to crash. Typically, the DC on both rolls is fifty-one or better, though the DM can adjust that to include situational and circumstantial modifiers as well. Other Statistics Hit Die: d8 Skill Points: 2+Int Mod. (x6 at first level) Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Escape Artist, Gather Information, Handle Zoid, Hide, Jump, Knowledge, Listen, Move Silently, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zoid Warrior: Go watch a Zoids Anime, any of them. Watched one yet? Alright, the main character was a member of this class. The Zoid Warrior class is a catch all for anyone who uses a Zoid that doesn't fit into any of the above Classes. The Zoid Warrior can be anyone from any walk of life with any motive to do anything. However, that's not to say that the Class is any weaker or less competent than any of the above Classes either. Zoid Warriors are extremely good at what they do. Zoid Warriors are notorious for 'playing favorites' with Zoids. They typically have one favored type of Zoid that is nearly always a land-locked model. They're so fond of the Zoids of this type that they recieve an automatic 25% Sync bonus to said Zoid type. However, due to their preferred styles of ground based combat, they have an automatic -15% Sync bonus to Zoids of an Airborne type. Further more, when piloting an airborne Zoid, all checks, combat or otherwise, while in the Zoid are made at an additional -2 difficulty (treat all ACs and DCs as though they were 2 points higher). Class Traits ****Favored Zoid: At level 1, a Zoid warrior selects a single model of Zoid (I.E. Liger, Geno, Tortoise, Bison, etc.) they receive a 25% Synchronization bonus to their Sync Ratio when piloting Zoids of that type. At level 10, the warrior can select an additional type of Zoid and receive the same bonus to Zoids of that type as well. This bonus repeats every ten levels and applies to a different type of Zoid each time it's taken. ****Strategic Fighting: Zoid Warriors typically know their way around the battle field much, much better than most common place pilots. This is reflected in the additional number of Feats they can take. The Zoid Warrior receives a bonus feat at first level, and then again for every odd numbered level (3,5,7,9,etc.) ****Land Locked: Zoid Warriors suffer a -15% Sync Modifier when in the cockpit of a flying type Zoid. Other Statistics Hit Die: d12 Skill Points: 4+Int Mod. (x5 at first level) Class Skills: Balance, Climb, Concentration, Craft, Disable Device, Gather Information, Handle Zoid, Heal, Hide, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Drive, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Device, Use Rope. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Edited by Darquarius, Nov 25 2008, 12:44 PM.
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| Darquarius | Dec 12 2008, 01:25 AM Post #4 |
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Skills: All of the Skills in the D&D 3.5 Player's Handbook will be used, with some modifications, listed below: Craft: This skill is not only applied to Zoid creation, but also Zoid repair. Decipher Script: This skill is required for any character wishing to have -any- chance at reading the Ancient Zoidian (AKA Earth English) language in the game. Disable Device: Not only is this skill used for disarming traps, it's also used in conjunction with called shots to disable enemy zoids. Handle Zoid: This one is an adaptation of the skill 'Handle Animal'. Obviously if you want to capture any wild zoids you might stumble across, you'll need ranks in this. However, certain zoid models will require that their pilot have X amount of ranks in this to even pilot a non-wild one. Spellcraft: This and all other magic-specific skills are disallowed for obvious reasons. Zoids is a world of technology and science, magic doesn't exist here, at least, not in the typical fantasy style anyway. Speak Language: also disallowed, as all nations on Planet Zi seem to have the same language. For simplicity's sake, this skill is not required, for anything. Use Device: Formerly known as 'Use Magic Device' the 'magic' part has been excluded for obvious reasons. The 'Use Device' skill is required for those who want to go exploring ancient ruins and activating all of their neat little toys. (or deactivating them for that matter <.<;;;) Those are the changes to the skill list from the 3.5 PHB. Other skills will be considered upon request, so if you want a skill that is not listed above or mentioned in said text, ask. |
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| Darquarius | Dec 12 2008, 01:58 AM Post #5 |
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Feats: Same as the skills, with a few exceptions. 1st.) no metamagic feat is allowed, for the same reason magic-based skills aren't. 2nd.) Item Creation Feats are also disallowed. If you want to make stuff, use the 'Craft' skill. 3rd.) The below feat changes are in effect: NOTE: All physical based feats can be taken for both pilot and zoid. Zoids, being living creatures, will level up just as their pilots do, zoids just cannot learn skills (something about not having opposable thumbs was mentioned... hmmm...) Armor Proficiency: This feat is Zoid exclusive and applies to how well the lighter frame zoids handle being put in heavier plates of steel coating. The standard method of judging this is: armor weight < half of load capacity = +25% speed and +1 to Dexterity armor weight = half of load capacity = no change armor weight > half of load capacity = -25% speed and -1 to Dexterity armor weight > three quarters of load capacity = -75% speed and - 3 to Dexterity armor weight = load capacity = Zoid immobilized This feat enables a zoid to suffer one less penalty than normal for the armor/load cap. ratio. If a zoid has this feat and armor weight is less than half of the load cap. the zoid gains 50% speed bonus and +2 to Dexterity. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weapon Proficiencies: Completely un-necesary in MOST cases. The only time this will be necessary is if your character has/wants/wants to use a personal firearm. Pistols require the Martial Weapon Proficiency, AZ Rifles require Exotic Weapon Proficiency. Outside of that, bludgeoning weapons are the only type available (swords? ever heard that expression about bringing knives to gun fights? ... yeah...) and they're considered simple, which means everyone is proficient with them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Disarm Feats: These feats are all rendered useless. They apply to Zoids only and weapons are bolted onto the chassis, meaning that the only way to disarm the weapon is to destroy it or disable it. Person to person disarm attempts are rolled using the 'Sleight of Hand' skill. Please note that the skill 'Improved Sunder' is still in effect, giving the pilot a +4 bonus to shots aimed at an enemy zoid's weapons. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Power Attack: ...and all feats using it as a pre-requisite (except for Improved Sunder) apply specifically to melee combat ONLY. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shield Proficiency: Pilots must take this feat if they plan to use an E-Shield on their zoid. Not taking this feat could result in disastrous consequences. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mounted Combat: Not required for anything... ever... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Skill-based Feats: For Pilots only, obviously, as Zoids can't learn skills. And that's about it folks, if there's anything I've missed, bring it to question and the question will be resolved and the feat changes added to the list. |
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