Mobile Trace System
Feb 20, 2018 0:38:29 GMT
Post by Admin on Feb 20, 2018 0:38:29 GMT
Mobile Trace System
Upon entering the mobile fighter's cockpit, the pilot is wrapped in a form-fitting "fighting suit" made up of microscopic nanomachines. The fighting suit monitors the pilot's motions and physical condition and relays this data to the mobile fighter's computer, which then mirrors the pilot's own movements. The surrounding environment is projected onto the walls of the "virtual cockpit," and external conditions like physical obstructions and battle damage are transmitted back to the pilot via the fighting suit. The result is that the pilot operates the mobile fighter exactly as if it were his or her own body.
System Bonuses:
Enables generation and usage of Technique Points.
Requirements:
- At least 5 missions completed.
- A minimum of 12 in Constitution.
Warning: Mobile Trace is incompatible with other Special Systems.
Super Mode
A special function of the Mobile Trace through use of the Emotion Energy System that enables a mobile suit to draw upon the emotions and/or mental state of the pilot to become significantly stronger, as well as turn gold in color (see above).
Super Mode Bonuses:
- Melee/Range bonuses increase by 25%.
- Double TP Generation.
- Technique cool down times halved.
Requirements to activate
- At least 5 missions using Mobile Trace.
- Must be piloting a G Fighter/Shuffle Alliance Gundam.
- The pilot must be emotionally charged for the system to activate. Ham it up!
- After the first 5 rounds of battle, the character may roll a Wisdom check. If the roll is 16 or higher, the character may activate the Super Mode, which will remain active until the end of battle.
Technique Points (TP):
Technique points are a resource generated by successfully attacking an enemy. The amount of technique points generated depends on the weapon(s) used when attacking, as well as their size/weight.
- Light (0-3): 2 TP per hit.
- Medium (4-6): 1 TP per hit.
- Heavy: (7+): 0 TP per hit.
When enough TP is accumulated, the machine can execute special Techniques, such as the Shining Finger. After using a technique, the TP is expended, and the pilot must accumulate new TP to use it again. If landing a critical hit, the amount of TP generated by that attack is doubled. The critical must confirm for this bonus. If landing a critical hit with a heavy weapon, 1 TP is generated.
Techniques
Techniques are special attacks a mobile suit is capable of executing once a certain amount of TP is generated. Some techniques can only be used by specific machines, these restrictions will be included in the technique's description. Techniques are treated like any other attack, and only one can be be executed per turn. Also, if a technique misses, the attack is a failure and the TP used for it is still expended.
At some point, the Armory will be expanded to include a Technique Shop, where you can purchase techniques to use with the Mobile Trace System. For the most part techniques will come from G Fighter/Gundam, though eventually a process to create original techniques may be allowed.
Below is an example of a technique, the Shining Finger:
Technique: Shining Finger (WIP)
"This hand of mine glows with an awesome power!
Its burning grip tells me to defeat you!
TAKE THIS!
MY LOVE, MY ANGER, AND ALL OF MY SORROW!
SHINING FINGER!"
The Shining Finger concentrates a large amount of energy into the mobile suit's hand, resulting in it glowing bright green. Doing so enables the machine's hand to tear through the armor of rival machines as if they were wet tissue.
Damage: Tier x 100
Damage Type: Heat/Physical
Technique Type: Melee
Number of targets: 1
Accuracy Modifier: 0
Critical Chance: 20
Technique Points: 10
Cooldown Period: 3 turns