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    Valkyrie Halasian-Blackstone

    Valkyrie
    Valkyrie


    RPC : 20
    Posts : 73
    Join date : 2017-03-16

    Character sheet
    Name: Valkyrie
    Team: Fury
    Primary Zoid: Konig Wolf EX type

    Valkyrie Halasian-Blackstone Empty Valkyrie Halasian-Blackstone

    Post by Valkyrie 16th March 2017, 19:49

    Valkyrie Demonia Halasian-Blackstone
    Fury From the Stars

    RP Credits: 20
    Monetary Credits: 2000

    Advancement Points: 31,000
    Growth Level: 13
    Skill Points: 47

    Statistics
    Mental: 16
    Reflex: 18 (14 +4 OPS)
    Proficiency: 21 (18 +4 OPS)
    Melee: Rank 4 - 10 (+20 DP)
    Rifles: Rank 4 - 10 (+20 DP)
    Cannons: 0
    Machine Guns: Rank 1 - 1 (+5 DP)


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    Character Description
    Age: 34

    After a series of events which ultimately culminated in her death, Valkyrie has returned to Zi sporting a much changed appearance, thanks in part to the wonderful science of genetic manipulation, something also responsible for her reappearance as well.

    Still topping six and a half feet in height Valkyrie has changed a great deal of her appearance, physically at least she has 'toned down', losing her hardened physique for something considerably more curvy and exotic. Gone is the body hugging environment suit and honey blond hair, replaced with long flowing tresses of thick dark gray hair, gathering into what could almost be described as a pony tail and bound, leaving Valkyrie with an almost brush like clump of hair at the tip, despite this several bangs frame her face and several streaks of blood red hair form her fringe. Her eyes had altered as well, unseen modifications were made for assorted reasons, night vision being predominant in Valkyrie's mind, however that wasn't the only thing to change, instead of the sapphire blue the woman's eyes were now a golden amber color with clearly styled eyelashes to accentuate the angular appearance.

    Taking the place of a seemingly permanent scowl Valkyrie has “lightened up” considerably, and now is often seen wearing a faint mischievous smile, at times the points of lengthened canines poke over Val's lower lip in a style reminiscent of any number of Japanese animations, denoting perhaps something she finds amusing, nobody really knows quite yet.

    Physically, Valkyrie has gone for a curvier look, her previous body being rather more built along the lines of a professional athlete, this time around however and with the miracle of technology, that has changed, most apparent, her skin pigmentation has been altered to give her a healthy tan and been reinforced with a biological sunscreen, the mechanics of which however is not germane to the topic at hand. Unhappy with her self-image of being “flat” Valkyrie has opted to increase the size of her bust, which considering her height might be considered too much of a good thing. This modification is perhaps the main driving force behind the change in wardrobe (and her adapted immune system).
    Typically Valkyrie's new attire consists of gray leather-appearing shorts which could charitably be described as skin tight, knee high boots with an improbable number of laces (given Valkyrie is considered lazy, she often ties her laces in knots and leaves them alone, jamming her feet into or struggling to get them out of her footware, why else do you think she wore an envirosuit for so many years? It wasn't the style that's for sure.), on her left thigh is a band of this leather like material as well, its function as yet unknown. Her hands are covered with gloves of the same material and appearance, the gauntlet system replaced with a pair of bracer like attachments, still semi-permanently fused to her wrists and capable of pumping any number of compounds directly into the woman's bloodstream (Technology, ain't it grand?).

    Covering her shoulders is what could best be described as a mantlet, which consists of a loose scarf of a fabric like material and more of that pseudo leather material covering her shoulders and down her back, her chest however has a considerable amount of skin exposed, not simply limited to her stomach. The outfit is capped off by what appear to be faintly shimmering fish net patterns on most of the exposed skin, how Valkyrie stuffs her modified form into the outfit is a question best left for the lips and ears of her husband, anyone else...and she is liable to put you through at least one wall.

    However, as appealing as the previous outfit is, Valkyrie can't simply swan about in such a getup without attracting unwanted attention (and she definitely doesn't wish to become some idol of the masses...it's counter productive to her ends.), so this isn't the only clothing she'll wear whilst out and about.

    However, Valkyrie changed, not just physically, as a result of her death, for her “cherry” resurrection Valkyrie has developed a not inconsiderable amount of emotional baggage as the result of being stabbed to death, especially considering the first thing she feels upon waking up is the blade of a knife punching into her back...repeatedly. As a result she has developed a fear of sharp knives, shaking at so much as the sight of a kitchen knife and going all to pieces if she see's a combat style knife, the fear does not however extend to knife-like weapons, or even zoid based weaponry, just the regular old steel blade. That wasn't the only change, with her revival Valkyrie has expressed the desire to commit something of herself to future generations, something that her husband may or may not have much in the way of a say if his wife decides upon it.




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    Origins

    Born aboard the Multi-Generation colony ship Yokohama to David and Sharon Blackstone, one a systems engineer the other a advance scout pilot.
    Growing up aboard ship meant that the young Val was given a rather quick and dirty education in the ships systems, however as she approached her eighth birthday it became obvious the girl was not a technical minded person...in fact machinery tended to fail after she became involved with it which lead to a unofficial “banning” from any critical areas.

    Unlike the great many of her peers Val was born to heavy world parents and during her entry into the teens caused a number of problems. Unlike their normal gravity bred counterparts heavy worlders were taller than what many would call average and were considerably stronger in normal gravity conditions.
    So during her pubescent years Valkyrie shot up literally like a rocket, a common joke was that a person could sit and watch her getting taller.

    However after her growth ran out of steam she now stood at a imposing six foot six inches, as tall as some of the tallest non-heavy crew, this caused Valkyrie no end of trouble with her classmates and instructors.
    During her teenage years Val aspired to be like her mother, one of the famed scouts who flew ahead of the colony ship and its attached convoy, scouting out systems for possible colony sites and potential trouble.
    However unlike many who didn't live aboard one of the roving convoys that planted the seeds on new worlds the actual job of the scouts came with a proviso...all of the deep space Recon ships were piloted exclusively by women.

    As she entered her twenties Valkyrie participated in the next intake of potential scouts and following a rigorous battery of testing found to be a suitable candidate for the job.
    However during a break from her normal duties Val's mother took her aside and explained what really happened out in the depths of the ether, yet even the most hair raising of tales failed to faze her imposing daughter.

    Over the next eight years Valkyrie spent any where from six to eight months roving ahead of the fleet, returning each time to get reacquainted with friends and family, on the day following her twenty-eighth
    birthday Valkyrie was given the mandatory life extension treatment, which thanks to the miracles of modern medicine would “lock” her body at a physical point for an extended period of time, for scouts this process was required as there was no telling what could possibly happen in the vastness of space.

    The life extension was also the next step for a scout, following the procedure Valkyrie opted for long range missions, sometimes light years away from the fleet with no means of communication.
    On one such mission to an as-yet uncharted solar system several light years off the fleets course matters came to a head.
    Thus far she had escaped any number of emergencies, and finally her luck ran out.
    After entering the system on sub-light drive Valkyrie's ship found itself in the middle of a meteorite swarm and after a collision with a sizable chunk of rock the crew module was jettisoned from the ship.

    Over the next twenty years the module drifted inward, the computer guiding it toward an oxygen rich atmosphere. The planet was Zi.

    Following a somewhat fiery planet fall into a somewhat uninspired desert (Unknown name, primary export: Sand) Valkyrie set out from the downed module in search of civilization, her heavy world genetics giving her incredible endurance in the normal gravity of the planet. After almost a week of hoofing it through the desert she happened across something that had only be spoken of as legend.

    In the distance two titanic glittering beasts raged in combat, even through the boosted optics of a pair of binoculars Valkyrie was dumbfounded by the sheer size of the creatures, and just how did they gleam as they did?.
    After several more days of uneventful travel she chanced across a trader who by some strange miracle spoke the galactic trade language!.

    Over the course of a week she had learned the name of the planet, what the beasts were and that as far as the trader knew...no spaceflight.
    However without being disheartened by the turn Valkyrie traveled as far as a small city, bustling with individuals of all shapes and sizes. However as she didn't have any money (the fact that physical currency hadn't existed in the “civilized” galaxy at large for close to six hundred years did strike home rather hard) much remained closed to her, however with a little help from she who commands fate Valkyrie managed to get herself a low paying job as hired muscle, spending much of her free time learning about the mechanical beasts the Zoidians rode.
    Valkyrie
    Valkyrie


    RPC : 20
    Posts : 73
    Join date : 2017-03-16

    Character sheet
    Name: Valkyrie
    Team: Fury
    Primary Zoid: Konig Wolf EX type

    Valkyrie Halasian-Blackstone Empty Re: Valkyrie Halasian-Blackstone

    Post by Valkyrie 16th March 2017, 19:50

    ORGANOIDS

    Organoid Information
    Name: Megaera
    Organoid Level: 10
    Organoid Points: 900

    Repair: 100%
    Stamina: 10
    Power:30
    Speed: 5
    Agility: 10

    Organoid Genus: Aether Drake

    Description:
    Megaera is a seventeen foot long, four and a half foot high reptilian Organoid born from the synthesis of Organoid creation and the deep space creature referred to as Aether Drakes.
    Megaera, like the living Drakes is totally blind. Instead she relies on a form of telepathy to "see" her surroundings, unlike the normal drakes she did not have a bond-mate and as a result bonded to the only mental beacon availible, Valkyrie.
    Like the creature she was born as Megaera is capable of flight, even capable of carrying her human partner aloft thanks to a almost twenty three foot wingspan.
    Her physical appearance is vastly different from the biological Drakes, the nose is extended and seems to sport significant armor plating, on the ground this seems to have no effect as she has four powerful legs, and while capable of "walking" only on the rear legs Megaera will usually walk on all fours.
    In flight in addition to her significant wingspan she seems utilize the same ability as normal Drakes, certainly with greater control than if merged with a Zoid.

    Ability:
    La plongée dans l'univers. "Diving into the Universe" (French)
    Phase Space Field.
    Aether Drakes display the ability to partially phase their molecules out of alignment, allowing them to pass through solid objects, Megaera is also capable of doing this easily while un-merged. However upon merging the power requirements increase dramatically.
    When activated a shell of phase-space will form around the Zoid, temporarily partially phasing the Zoid out of the physical universe. The "bubble" extends five meters around the zoid and due to the phase-out becomes less visible, completely fading from most sensor systems. Unlike the small scale phase that Aether drakes utilize the large scale "shield" cannot block any attack, if a projectile/beam/melee weapon enters the field it also partially phases out, however the phase harmonic is different and can still cause damage.

    Negates ANY shield activated by the user.
    Reduces accuracy against Zoid to 75%, Reduces damage inflicted by physical attacks by 50%. Reduces Energy based attacks by 25%.
    Lasts for duration of Fusion.

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    Organoid Information
    Name: Amaterasu
    Organoid Level: 10
    Organoid Points: 900

    Repair: 100%
    Stamina: 10
    Power:30
    Speed: 5
    Agility: 10

    Organoid Genus: Wolf

    Description:
    Amaterasu is a unique fusion of organoid and weapon, her appearance is that of an immense white wolf, with several vivid red 'tattoos' covering what appears to be her fur. In reality, Ammy's fur is formed of million upon million of thin flexible blades, all of which are capable of becoming soft and pliable as if it were truly organic.

    When her mistress or 'family', are threatened then Ammy becomes a bundle of glittering death, a frightening combination of the savagery of the wolf and techonological terror.

    Ability:
    Call of the Wolf
    Increase Melee weapon damage (melee range only, thrown weapons do not count) increased by 50%, usage of Melee weapons doubled from normal.
    Valkyrie
    Valkyrie


    RPC : 20
    Posts : 73
    Join date : 2017-03-16

    Character sheet
    Name: Valkyrie
    Team: Fury
    Primary Zoid: Konig Wolf EX type

    Valkyrie Halasian-Blackstone Empty Re: Valkyrie Halasian-Blackstone

    Post by Valkyrie 16th March 2017, 19:50

    Konig Wolf EX “Fenrir”
    Starstrike
    Description:
    The evolved form of Starstrike, now referred to as the Konig Wolf Experimental type Fenrir. The only example of the sub class in existance. Notable changes in the Fenrir are the incorporation of several weapons systems, including an energy based cannon, a pair of large bore rifles that appear to have been derived from the Sniper Rifle, and a two sets of blades not present in the original design.
    The changes to the Zoid itself are a noted increase in size, being a third as large again as the original Konig Wolf, bumping the zoids size up a class, the base armor has been reworked to be more aerodynamic than the original, the addition of a number of fin like structures around the leg and tail armor plating suggests an unusual increase in air flow management, increasing the zoids speed and agility despite being heavier.

    The booster discharger system has been replaced by a series of angular fins that project from the hind legs of the Zoid when activated, these fins project some form of cryogenic cooling field and seem to be able to manipulate airflow using pressure differentials, further study in this field is required.

    The most unusual change however is the pair of Konig Wolves that appear to operate in tandem with the Fenrir, both Konig's exhibit some visual simularities with the obviously dominant Zoid, however have no cockpit space, instead the area has been modified with some kind of advanced remote control and communications system, apparently linked to a master system on the Fenrir.

    Finally, The Zoid Starstrike seems to exhibit some disturbing tendencies which have our best scientists scratching their heads in confusion, most notably, the ability to operate independently of the pilot. One particular incident involved the pilot being accosted outside the testing facility, Starstrike and the pair of assistant Konig's instantly activated and broke free of restraints, arriving at the scene before anything progressed into violence. However, Starstrike demonstrated a willingness, scratch that, an eagerness, to destroy the group attacking her pilot, even going so far as to engage on board weapons systems inside the city limits. Suffice to say, the metropolitan police department were not enthused with a homicidal unpiloted Zoid loose with the weaponry that Starstrike mounts.

    Speed: 25 (20 + 5 SC) (Max)
    Agility: 60 (50 + 15 SC) (Max)
    Heat Index: 50

    Base Armor
    Head: 40
    Body: 160
    Legs: 64 (x4)
    Tail: 32

    Current Armor
    Head: 140
    Body: 260
    Legs:164 (x4)
    Tail: 132

    Internal Slots: 4/10
    CPU Slots: 6/7 (5 base + 2 IPU)
    External Hardpoints: 12 (Chest x2, Back x4, Front Left Leg x2, Rear Left Leg x1, Front Right Leg x2, Rear Right Leg x1)

    Armor Plating and Coating:

    NanoTech Armor
    This barely there armor proves that less is more and more is not always better. Unlike other armor platings NanoTech is bonded to a zoids base armor and does not require any external hard points. The unique properties of this armor allow it to regenerate damage and alter its physical properties.
    This armor can regenerate 30 armor points to any damaged section each round, up to two sections can regenerate each round. NanoTech armor is also able to alter is physical structure to harden it self against certain types of damage (Heat, Energy, explosive, slashing or stabbing damage, etc). A charging feat must be used to activate this feature and the type of damage must be stated. While active this feature will reduce damage from the chosen type by 40%.
    Armor Points: 100 per section
    Note: The NanoTech bonuses are negated when other armor platings are applied regardless of where it is. Only the additional armor is granted.
    When set to Heat Resistance, Heat Index damage is also reduced by 40%.

    Enhancive Coating 4 - (Used 1/5 battles)
    Reduces damage to armor by 50%, protects all areas of armor.

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    Weapons:

    M-97 “Widow” Sniper Rifle (x2)
    The M-97 Widow rifle is the upgraded version of the original Sniper Rifle, completely redesigned to incorporate advances in projectile weaponry, specifically electro-magnetic “Rails”, allowing the weapon to fire a larger round with increased penetrating power. Other enhancements include upgraded optics and a targeting prediction system which gives the user the anticipated point in space the target will occupy after factoring in distance between the gun and the time it takes for the round to reach the target, allowing greater accuracy.
    Can fire twice in a single feat.
    95dp (60 Base +15 scope + 20 Prof)
    GA:125dp (60 Base + 30 GA +15 + 20 prof)
    Can be used 6x per turn for 3 rounds.
    External Hardpoints: 1

    Infinite Repeaters (x2)
    (Energy-Based)
    A large energy weapon with three barrels, the weapon itself fires a particle stream that when the particles impact on matter create small-scale explosions, a single burst roughly equivalent to an exploding popcorn kernel. However due to the nature of the weapon a constant stream is fired, saturating the target with the high-energy particles.
    Use: Three times per round, up to three rounds
    Aimed: 75 DP (60 base + 15 SCOPE)
    GA:[color=Red]105 DP (60 base +30 GA + 15 SCOPE)
    Sweep: [color=red]30 DP per part/location hit (15 base + 15 SCOPE) [judge determines]
    GA: 60 DP per part/location hit (15 base + 30 GA + 15 SCOPE) [judge determines]
    External Hardpoints: 1

    “Sirius” Ex-Force Cannon Projector
    The original Ex-force Cannon, reworked into the very fabric of the newly designated Fenrir subclass of Konig Wolves. Rather than a standard cannon arrangement mounted externally, the actual firing chamber of the cannon is now mounted on the forward shoulders with a variable size “barrel”, in the form of a toroid, unofficially referred to as a Halo. When the weapon is activated the ring is released from a holding point, rises several meters from this position and expands to a diameter of four meters, the firing chamber then directs energy into the ring projector causing it to glow, the projector then uses a directed magnetic field to fire up to four bolts of lesser power at a target.
    Requires 1 feat to charge, can fire ONE blast at 300dp or FOUR blasts @ 75dp each. (can be fired at up to 4 targets in a single action)
    GA: 330dp (300 base + 30 GA) or FOUR blasts @ 105dp (75 base + 30 GA) each.
    External Hardpoints: 1
    CPU Slots: 1

    Runic Glaive - “Thunder Edge”
    The first set of Nanotech Blades underwent considerable changes during the Fenrirs evolution. Unlike the original weapon set that this evolved from the Runic Glaive, more commonly known as the Thunder Edge, is represented in a single large blade formed of what appears to be a dark blue colored metal, the center of the blade lined with a number of runic impressions that appear to glow with some kind of internal light, when not in use or combat these runes glow a peaceful azure, flickering with pulses of light, however when the weapon is to be used these runes glow a firey red and the whole weapon emits pulses of lightning that arcs between the Zoid and the weapon.

    The Blade itself appears visually similar to a weapon a human might wield, apart from its immense size, in addition the hilt of the weapon appears to break apart into eight segments, the blade, grip and six pieces that would be a cross guard on a normal weapon, contained within these is an orb of unknown material which seems to be the focus. If the weapon is disengaged the blade dissolves into the series of runes etched into the material and “vanish”, the runes themselves appearing along the edge of the Fenrirs armor plating.
    197dp (112 base +20 prof +65 chips)
    GA: 227dp (112 base + 30 GA +20 prof +65 chips)
    Can be used 3x per turn.

    Runic Daggers - “Demon Fangs”
    The second set of Nanotech Blades that Starstrike had originally carried were evolved into something more than a mere set of two blades. The Runic Daggers themselves are a set of four “short” blade like weapons similar in construction to the Runic Glaive, each blade bearing a series of runes on their surface. Each Demon Fang blade is formed from a material similar to the armor plating of the Fenrir, though considerably hardened, when not in use the blades dissolve to form several spikes of armor with the runic coating until needed.

    An interesting ability of note is that the Demon Fangs themselves can be used as ranged weapons, being fired at a target from some range, though these projectiles are not guided in any sense of the word, interestingly the blades automatically return to the Fenrir without any form of guidance, this has puzzled scientists studying the zoid for possible upgrades elsewhere.
    110dp per blade (25 base +20 prof +65 chips)
    140dp per blade (25 base + 30 GA +20 prof +65 chip)
    (Up to 4 may be used in one attack) in Melee. Can throw up to 4 at an enemy (unguided projectile) in a single action for damage minus proficiency. Can be used 3x per turn.)
    External Hardpoints: 2
    Melee Chip
    Most useful against enemies that do not resist Physical Damage.
    +25DP to Base Damage of Nanotech Blades.

    Shock Chip
    +5dp to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 10 energy based damage. Requires one feat to charge. Stuns opponent for two actions.

    Energy Chip
    (Most useful against shields that don’t block energy damage.)
    +5dp to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 20 energy based damage.

    Heat Chip
    (Most useful to overheat opposing zoid.)
    +5dp to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 20 heat based damage. Heat Rating of 15.

    Ice Chip
    (Most useful against speedy opponents.)
    +5dp to Base Damage of Nanotech Blades.
    Does base damage plus an additional 20 ice based damage. Using this will lower your Heat Index by 10. In addition, this will lower your opponents Agility by 5 and Speed by 2 for a full round (Stackable if used twice in the same round).

    Explosive Chip
    (Most useful when you are in a jam and need additional damage, even if the blades do not hit the splash damage might.)
    +5dp to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 60 explosion based damage. Heat Rating of 5. After use the user must purchase a new blade, or two depending on how many blades exploded (only the blade which is used explodes, meaning that you may use it twice, once per blade in a battle.). Once both blades are used they may not be used again in the battle. The chip stays in tact, however, and does not need to be purchased again. (Price to replace exploded blade: 900 credits per blade.)

    Organic Chip
    (Most useful when health is needed.)
    +5dp to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 10 solid melee damage. Heals 10dp per round if used. The blades do not have to hit to get this benefit but they must be used. The health may be applied to any section. Does not heal past the initial armor value.

    Shadow Chip
    +5dp to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 30 shadow based damage.

    Light Chip
    +5dp to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 30 light based damage.



    ---------------------------------

    Equipment:

    Heartlink
    Designed to bring tactics and teamwork in battle to a new level, Heartlink is a CPU upgrade that allows all current battle data from your zoid be transmitted to a teammate's HEARTLINK. However, understanding of said teammate's piloting style is required to make the most of the raw data. Requires 1 feat to activate and both pilots involved to possess HEARTLINK; The effect lasts until end of turn. Restriction: A HEARTLINK equipped teammate is only compatible if you have either taken part in a FQ with them or have fought together previously.
    When linked with a compatible teammate's system, HEARTLINK provides a +30% Dodge bonus if both of you dodge in the same action, and +30% accuracy if you both attack the same target during the same action.
    Requires 1 CPU slot

    Guardian Angel
    This new technology was brought about near the discovery and widespread usage of organoids. The Guardian Angel is an AI trained sphere that aids the pilot while in battle. A vocal wireless uplink is maintained between the pilot and angel when activated. The angel can be commanded away from the zoid, but has a default hovering status above the center of the zoids back. Many small laser cannons are covering the body of the hovering angel, which it uses to shoot down incoming projectiles and aid the pilot in offensive attacks. It is trained to store data on each faced weapon to learn its characteristics. After the first time a weapon is used, the chance of it being negated by the angel goes up by 20%.
    +30 dp to every attack from the pilot. Protection from incoming objects (bullets, energy, rockets etc) is up to the judge, but chances of negating the attack increases by 20% every time the attack is used after the initial attack. Can remain active for an entire round, must rest one round before activating again.
    CPU Slots: 1

    Simulex Components
    Simulex components precisely replicate the locomotive systems of living animals with the increased durability and stress tolerances that come with synthetic materials.
    Provides increased maneuverability in combat. +15 to agility and +5 speed for land based zoids.

    SCOPE (Self Calculating Optical Precision Equipment)
    This tech device increases the accuracy of all fire armed based equipment on the zoid by magnifying the weapons' sights in ranges of 50x's up to 5000x magnification.
    Adds +15 DP to all firearms attached to the zoid
    Requires 1 CPU slot
    Zoid must have firearm-based weapons (Machine guns and rifles. Cannons do not apply.)

    Organic Psycom System
    Modifies a Zoid's control systems and allows for a direct link to the pilot's mind.
    +4 to reflexes | +4 Proficiency
    Requires 1 CPU slot

    Stealth System
    Makes the Zoid it is installed in undetectable by radar, heat, and sound patterns, and therefore invisible. This is usable by any zoid, for one round per battle, during which time the opponent will only have a 25% hit rate.
    Internal Slots: 1
    CPU slots: 1

    Internal Processing Units (x2)
    Additional Processing Units are fitted into available space within a zoid, and linked up with the zoid's core CPU to increase data storage and performance.
    +1 available CPU Slot
    Requires 2 Internal Slots

    ---------------------------------

    Abilities:

    Mono-Molecular Teeth and Claws
    Visually similar to the original alloy teeth and claws of the Konig Wolf, however on closer examination, the surfaces of these weapons are lined with small blades held in place by incredibly powerful magnetic fields, allowing them to be “sheathed” when not in use. When in use however, the blades are effectively able to disrupt the bonds holding molecules together, giving them unprecedented penetrating ability, however the size of the cutting surfaces means that their effect is more or less lost amidst the general carnage inflicted by bites or swipes.
    84 DP (64 base + 20 prof)
    114 DP (64 base + 30 GA +20 prof)

    Savage Electrostatic Bite
    The upgraded version of the Electrostatic Bite attack, featuring a greatly improved charging system, more efficient energy storage as well as a managed stun field, designed to enhance the overall effectiveness of the attack.
    132 DP (112dp + 20 prof)
    [color=#FF0000]162 DP (112dp + 30 GA +20 prof)
    Can stun for 2 actions, requires 1 feat to charge.

    Shatter Claw Strike
    (Energy-Based)
    The upgraded version of the Konig Claw Strike. During its evolution the Konig Claw strike underwent some curious modifications, namely that the electricity now flows into ball of energy held in the claws, similar to a ball of lightning, when the attack is executed the ball ruptures, sending a massive pulse of energy outward from the impact site, the heat released causes a small overpressure wave capable of crushing some of the hardest armor known to Zi.
    116 DP (96 base + 20 prof)
    [color=#FF0000]146 DP (96 base + 30 GA +20 prof)
    Requires 1 feat to charge.

    Storm Walker
    During the evolution Starstrike altered the Booster Discharger system, creating a new enhanced version, now called the Storm Walker system. The SWS features two usage modes, the first is to emit a curious cryogenic field which within ten seconds causes a large snow storm to come into being by freezing any moisture in the air and artificially inducing large wind gusts to create what is effectively a blizzard, in addition to this the armor plating on the Fenrir becomes mottled, causing the Zoid to fade out in the snow, the wind gusts also help to mask the heat emissions from the zoid.
    In the second mode, the SWS creates directed wind flows designed to create a slipstream effect ahead of the zoid, increasing its maximum speed, as well as allowing unparalleled feats of agility.
    1: Create large area blizzard to cloak the Fenrir (Reduces Foe Accuracy to 25%)
    2: Gives a boost in agility by altering airflow around the Fenrir (increases dodge rate by 32%)
    Usuable once per round, every other round.

    Visions of Ragnarök
    Above each eye of the Fenrir is a second set, however when not in use they are covered by armor in order to prevent damage to what are extremely sensitive optical systems, when in use the armored cover slides into a recess and all four eyes glow with a baleful light, forming a composite image with the ability to switch between night vision and infrared modes, along with targetting scopes so accurate it is claimed they are capable of allowing a standard Zoid rifle the ability to shoot the wings off a fly at a thousand yards (as yet no evidence exists, though wingless flies are on the rise)
    1: Nightvision/Infrared vision (RP only),
    2: Increase Accuracy by 32%; lasts 5 actions
    3: Reduces effectiveness of accuracy reductions by 50% of the effect.
    Selected effect lasts for one round

    Warriors of Fenris, Geri & Freki
    Following Starstrike's evolution the unique type of Konig Wolf, dubbed the “Fenrir”, fought and then took control of two previously feral Konig Wolves, bonding with and upgrading each in what could best be termed a mini-evolution. The result of this is the EX's ability to call these two bonded zoids to fight alongside it in combat. Following a look into ancient mythology Valkyrie named the two zoids Geri and Freki, after the wolves that accompanied the Norse god Odin.
    Can call one or both Wolves into battle to assist. Geri & Freki each have 50 armor on all locations and can assist in melee attacks (dealing an additional 20dp) or attack singly for 50dp each, in conjunction with Starstrike's own attacks.
    Each wolf must be “charged” for 1 feat before being summoned, lasts for 1 round, must “recharge” for 1 round afterward. If armor is depleted can be repaired for an additional charge feat while on cooldown

    Combat Limiter System, Gleipnir
    Named for the silken ribbon that binds Fenrisulfr in Norse mythology the Combat Limiter System controls the true power of the Fenrir. The system is designed to regulate the amount of energy used by the zoid, this relates also to the amount of control the pilot has over the zoid, unfortunately since the Fenrir has exhibited some degree of reverse connection through the Organic Psycom System the pilot is also in danger. As a result engineers installed the Gleipnir system, installing a series of lockouts designed to be released in combat if the need should arise. At level one there is a minor increase in combat power, essentially increasing from there to Level 3, also known as Full Release, which more-or-less gives the zoid freedom to behave how it wishes.
    May activate in second round. Must unlock each level, can unlock once per round. Must use activate feat to unlock.
    Level One: 10% increase in damage dealt. All weapons available. 5% increase in damage taken.
    Level Two: 20% increase in damage dealt. Ranged weapons locked. 10% increase in damage taken.
    Level Three: 30% increase in damage dealt. All weapons locked, excludes natural weapons (Savage Electrostatic Bite, Shatter Claw Strike and the Teeth & Claws. 15% increase in damage taken.

    Hover Cargo:
    This is a transport unit that can be used to travel around with the Zoid in storage, but it is also essential when using CAS. This transport system holds the CAS units and is required for the armor to be usable during battle. There is a roof panel for aerial Zoids to enter. The Hit Points work like an armor plating during battle to protect the unit; opponents may target the Hover Cargo to disable it by bringing its HP down to zero (0). The owner would then be stranded in whichever CAS unit they have applied at the time of disablement.
    Current Internal Slots: 3
    Max Internal Slots: 5
    Hit Points (HP): 300
    CAS Storage:
    Panzer Armor
    This Armor is green in color. The Panzer Armor is all about power, with it's twin buster rifles, repulsion armor and it's multitude of guns. Purely an offensive system it is sure to turn a few heads on the battle field, and knock a few off too.

    Armor
    Physical damage and solid ammo is reduced by 20 DP.
    Speed and agility is reduced to 8 and 20, respectively. Cannot be changed.
    +250 to body, +100 to other limbs
    Requirement: 1 Internal Slot

    Components

    Hybrid Cannons [Energy]
    Mounted on each side of the armor; when not in use, they can be folded in and concealed within the armor. These cannons are the newest in energy-based weaponry, and do not suffer from heat build-up.
    Use: Twice per round, up to 3 rounds
    150DP

    Triple-Barreled Grenade Launcher
    Mounted in place of the chest cannons, this weapon launches cluster grenades that do a significant amount of damage over a 20 meter radius.
    Use: 4 times per battle
    40DP for direct hit, splash damage at the judge’s discretion.

    Multi-Situational Missile Pods (4)
    Contained in a compact pod which is then mounted on each of the Zoid's legs. These have no homing capabilities.
    40DP per missile, 5 missiles per pod

    Vulcan Gun
    Mounted on the back of the armor; can spin 360 degrees with a tilt of 30 degrees up or down.
    80DP

    Heat Beam [Energy]
    Mounted on the tail; fires an intense laser-like beam.
    Use: 3 times per round
    60DP and inflicts 5 heat damage

    Burning Big Bang
    The Panzer unit fires off all of its weapons and missiles at once.
    Use: Once per battle
    Requires one feat to lock-on, 300 DP; use of this attack causes overheating to the Panzer unit.

    This armor system can be used on land-based Zoids with 2 or 4 legs and a tail.

    Schneider Armor ==EQUIPPED==
    This Armor is orange in color. The Schneider Armor is built for melee combat, with seven high-density alloy blades.
    +150 to body, +75 to other limbs

    Components

    E-Shield
    A strong frontal force shield that aides the Zoid when executing melee combat maneuvers.
    Use: Lasts for 5 actions, every other round.
    Reduces all damage by 50%; +30 DP to any Blade attack

    Double-Barrelled Shock Cannon
    Mounted on the Zoid's chest, this gun is made to supplement the blades.
    50DP

    Twin Laser Blades
    These blades are the longest on the Schneider unit and function similarly to the Blade Liger. They can swing out on the sides to slice or face forward to stab the opponent.
    70DP per blade (50 base + 20 Prof)

    Five Face-Mounted Blades
    Forward-facing only, these blades are as mobile as the head they are mounted to. They are for stabbing the opponent.
    Use: 4 times per round
    120DP (100 base + 20 Prof)

    Seven Blade Attack
    All seven of the blades are engaged to severely damage the enemy.
    Use: Once per round
    200DP (200 base + 20 Prof)

    This armor system can be used on land-based zoids with 2 or 4 legs and a tail.

    Trinity Liger
    "Blackjack"

    Liger
    Speed: 11
    Agility: 20
    Heat Index: 40
    Internal Slots: 6/7
    CPU Slots: 3
    External Hardpoints: 9 - Body: 5 (chest x2, back, each side), Limbs: 4 (each leg)
    Armor (Base) - Head: 50 / Body: 150 / Legs (x4): 75 / Tail: 50
    Armor (Current) - Head: 125 / Body: 300 / Legs (x4): 155 / Tail: 125

    Armor Coatings/Platings/CAS:
    Schneider Armor
    This Armor is orange in color. The Schneider Armor is built for melee combat, with seven high-density alloy blades.
    +150 to body, +75 to other limbs

    Specials

    Dozer Claw
    Similar to the SLC on the Liger Zero; however, the claw doesn't charge as the damage stems from the weight and force put out by the massive Zoid in the leaping slash attack.
    120DP (100DP+20 prof)

    Beam Cannon (NOT USABLE)
    Located on the back behind the head, the beam cannon is a standard weapon, not usable when turbine is active.
    60DP

    Turbine
    By flipping out and spinning the three large panels on the neck of the Zoid it creates an air flow that protects the Zoid.
    Blocks all physical damage from the front for 3 actions
    Usable one per round, every other round

    Hardened Alloy Teeth and Claws
    Teeth and claws meant to tear through armor in a melee attack.
    70DP (50DP + 20 Prof)

    Photon Cutter
    A small tail blade useful for attacking pursuing enemies.
    50DP (30DP + 20 Prof)

    PCAS Armor Abilities
    Schneider Armor

    E-Shield
    A strong frontal force shield that aides the Zoid when executing melee combat maneuvers.
    Use: Lasts for 5 actions, every other round.
    Reduces all damage by 50%; +30 DP to any Blade attack

    Double-Barrelled Shock Cannon
    Mounted on the Zoid's chest, this gun is made to supplement the blades.
    50DP

    Twin Laser Blades
    These blades are the longest on the Schneider unit and function similarly to the Blade Liger. They can swing out on the sides to slice or face forward to stab the opponent.
    70DP per blade (50 + 20 prof)

    Five Face-Mounted Blades
    Forward-facing only, these blades are as mobile as the head they are mounted to. They are for stabbing the opponent.
    Use: 4 times per round
    120DP (100+20 prof)

    Seven Blade Attack
    All seven of the blades are engaged to severely damage the enemy.
    Use: Once per round
    220DP (200+20 prof)

    This armor system can be used on land-based zoids with 2 or 4 legs and a tail.
    Valkyrie
    Valkyrie


    RPC : 20
    Posts : 73
    Join date : 2017-03-16

    Character sheet
    Name: Valkyrie
    Team: Fury
    Primary Zoid: Konig Wolf EX type

    Valkyrie Halasian-Blackstone Empty Re: Valkyrie Halasian-Blackstone

    Post by Valkyrie 16th March 2017, 19:51

    woof...everything i was able to recover, any issues (keep em to yo'self!) lemme know

    Sponsored content


    Valkyrie Halasian-Blackstone Empty Re: Valkyrie Halasian-Blackstone

    Post by Sponsored content


      Current date/time is 21st November 2024, 06:26