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Legacy, 0.05% complete draft variation.

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  1. Zoids: Legacy 5% complete draft.
  2. [Composite]
  3. Standard Jump with very few deviations. Legacy is a hybrid universe in itself, with mixtures from snippets of one Zoids universe. Brought together by an experimental accident related to the ZOS, the primary struggle is against two criminal organizations who oddly enough, have rather different motives each. Zoids itself primarily revolve around, no surprise, the Zoids, metal-organic beasts that resemble various animals. In Legacy, Zoids are used primarily for contest fights - though bigger clashes with the two criminal organizations can be expected.
  4.  
  5. [Administrative]
  6. Age is 1d8 +10. Gender is a free choice. Age is non applicable for the Organoid Origin.
  7. Locations (Standard 1d8 roll)
  8.  
  9. [Backgrounds]
  10. =Drop In=
  11. Temporal Orientations 100
  12. While getting flung through time and space might not be your cup of tea, you can't say you haven't gotten used to it. You adapt flawlessly transitioning between time zones, and your senses have started adapting to the weird quirks that come associated with moving through time. Compared to time travel, high speed movement is a breeze to track, so following the movement of people at high speeds is a laughing matter.
  13.  
  14. What Hardpoints? 200
  15. The standard rule of one weapon to one hardpoint no longer applies. Sure, the idea of daisy chaining railguns into a four barreled magnetic death launcher might have physical implications, but it doesn't mean you can't do it. With a bit of mechanical know how and enough worksmanship, you can slap together any monstrosity of weapons. Sure, it's going to look absolutely ridiculous, but that sixteen barrel gatling gun *will* fire even though you've got it all attached to your left shoulder. Be careful that while you can negate some aspects of inefficiency, such as the haphazard assembly falling apart, going overweight will still hamper you.
  16.  
  17. On a slightly unrelated note, you've realized during the experimental process that people on Planet Zi don't really use a lot of nuts and bolts. After a bit of practice and watching other mechanics do their work, it seems like as long as you slap it on and hook it up, it'll stay there whether there was initially a hardpoint there or not.
  18.  
  19. Size Doesn't Matter 400
  20. It makes sense that the only reason why you don't see everyone riding the biggest Zoid is because they can't control them. After all, you don't see people normally riding bears instead of horses. Luckily for you, the problem of control isn't an issue. When it comes to controlling any Zoid of substantial size, you have no problem pushing it to its maximum potential, as if it's one size class smaller. Applying what you know towards controlling Zoids, it's possible to operate other machinery that requires a small crew all by yourself.
  21.  
  22. Wave/Particle Dualities 400
  23. Truth be told, half the time the scientists on planet Zi start talking, you start wondering whether they have a research degree at all. Or if they even went to school. Yet apparently every single one of them is a genius in one way or another. Just the other day you came across a Doctor, who explained to you his hypothesis about how things can be both a wave...and a particle at the same time.
  24.  
  25. While it all really fascinates you, you figure he had some sort of reason for saying it. It turns out he has an "experimental" technology that requires a power source he can't find. Without it, he can't test out his hypothesis. But you might not have that same problem...asking him for his notes, you've figured out enough to make a breakthrough.
  26.  
  27. Your magic energy is enough to provide the necessary activation energy, and it'll drain you for as long as its functioning, but you can convert freely between bullets and lasers, such that your gatling gun will now spray laser beams, while your laser cannon can fire heavy shell rounds, your missiles can explode into plasma, and so forth. Maybe if you could advance this far enough, you could perform the conversion in flight? A troubling thought to say the least, but hey, at least that genius scientist got to prove his theory!
  28. Not Picky 400
  29. The temporal shift has left many cities resource stricken, and for Zoid pilots and mechanics, it's been necessary to adapt to whatever parts and pieces are actually present. Not only have you become rather adept at scavenging for parts from junk heaps and enemy scrap, the techs at the shop have also taught you the tricks of the trade to reconfiguring parts meant for other Zoids to yours. Want to slap all of the guns from the Panzer unit onto your poor Snail type Zoid? Easy!
  30.  
  31. Mind you, the weight limit still exists, and you probably won't be able to move at all if you try to slap too many cannons onto a single Zoid, but hey, whatever works, right? Thinking about it a little bit more, you realize that if you think back to your experiences...there was a lot of crazy technology you've seen.
  32.  
  33. Applying this to further samples of technology outside, it should be possible to mount your Zoid onto another craft for example...or to use parts from somewhere else and attach them onto your Zoid...There's the issue of figuring out the right energy source as well as potential weight, but you suppose that's what experimentation is for! If you were to graft your Zoid onto another craft, it's most likely that you could draw energy for the Zoid from that craft.
  34.  
  35. Never Enough... 600
  36. So you were watching an old clip of a Liger Zero with the Panzer unit attached firing all of its weapons off at once when you realized...what if you had put an extra set of missiles inside your missiles? After a short consultation with the folk at the lab, you realize that despite being a wonderful idea, it isn't really an original idea, but it's a logistical nightmare. But you've seen ways to get it done before - ways that these technicians haven't, so you leave the consultation knowing exactly what needs to be done.
  37.  
  38. Getting the tech was never the issue, and you know how to solve the logistic issue altogether. Converting missiles warheads to launch even more warheads was quickly solved, so now every missile you fire will split into two, on top of the tech you've attained along the way. But then you wondered...why limit it to missiles? In the same vein as a charged particle cannon can be diffused into multiple beams, all of your lasers now split into three.
  39.  
  40. Taking a look at your handiwork afterwards, the question still lingered in your head: Could you still go further? Was this enough?
  41.  
  42. =Zoidian=
  43. Metal/Mind Meld 100
  44. In the distant past, the Ancient Zoidians communicated with Zoids as peers, and with them, their control over technology was flawless. Nowadays, much of that has changed, and the few ancient Zoidians left have little to bear of their heritage. You however, still have some traces, namely in your capacity to "hear" the voice of the Zoid. With time, you'll be able to make out general emotions, and figure out what the Zoid wants and maybe eventually you'll be able to communicate with them freely.
  45.  
  46. You'll also be able to extend this to other machines with time. Keep in mind that not every machine is sentient.
  47.  
  48. Metal Machine Music 200
  49. I'm not sure who ever considered singing to a machine, but I suppose if you could talk to machines then singing would really just be a logical extension. Your singing voice possesses a strange effect over Zoids, temporarily making them halt in their tracks to listen to you. Of course, if your voice isn't loud enough, the larger Zoids will probably still ignore you completely. It makes you wonder the Ancient Zoidians had concerts for Zoids and Zoidians alike...
  50.  
  51. With time, there's no reason why you couldn't sing to other pieces of machinery, though...whether they'll respond to you favorably is up in the air. I wouldn't risk singing to an ICBM launch facility's core computer for example.
  52.  
  53. Metalmending 400
  54. Certain Zoids have shown the ability to activate self repair mechanisms, repairing their armor like they were repairing their outer skin layer. You can initiate the same thing even with Zoids which aren't capable of doing that. Their external armor will repair at a rate equivalent to the energy you dedicate to it, but on further investigation, you'll notice that internal workings will slowly repair as well. There's no reason why you can't extend this to other machines - but that damn computer of yours is still giving you a blue screen after you fix it...
  55.  
  56. Psionic Bond 400
  57. Given enough time between a Zoidian and a Zoid, experiences have demonstrated that it is possible for the two to form a mental link - such that one may call upon the other with a mental signal. While the background theory behind this mental link is unknown, there is enough to demonstrate that it takes a substantial amount of time to bond, not unlike developing a relationship with an individual. At times you have to wonder just how sentient Zoids are.
  58.  
  59. You also have to wonder whether ships really do have personalities, because with enough time, you can form a mental link to other "sentient" machinery as well.
  60.  
  61. Induced Evolution 400
  62. In the few times where there was any evidence of evolution occurring, it was notable that the Zoid grew dramatically in size, and also seemed to display extremely violent behavior. From interviews with Ancient Zoidians it seems that the size increase is a normal thing, but the violent behavior is typically an attribute of the Zoid itself rather than a definite occurrence. It'll take you a while before you can coax the bigger Zoids to evolve, but small type Zoids are a good place to start.
  63.  
  64. The evolution process does take a prodigious amount of energy however, and while the effect is permanent, the Zoid can't grow more than two sizes larger. This seems to only increase the degree you can customize them by 4 points with each size gained this way. For larger Zoids, it'll likely take a substantial time before you can actually coax them into evolution...and furthermore, where are you going to put that guy! He's huge!
  65.  
  66. United As One 600
  67. At the apex of Zoidian and Zoid interaction, it is possible to temporarily fuse with the Zoid. The pair of you will share the same energy force temporarily, which is quite a bit of energy for a human. Though perhaps in your case...it may well be the other way around. Your physical forms are temporarily merged together, though trials have proven that you could perform the meld at a distance - to a reduced efficiency. In the past, this was used to let a Zoidian become part of the Zoid core - allowing them to gain intimate control of the Zoid. You have to wonder, what would happen if you merged yourself with a battleship? It's very likely that unless you have sufficient mental control, anything with more than one primary control system will be very tough to meld with. Similarly things with internal passengers are also rather...peculiar to meld with - best to empty the crew first unless you don't plan on melding through the decks.
  68.  
  69. =Pilot=
  70. Battle Instincts 100
  71. It's the one thing you've done all your life. Well alright not all your life, but since you were a kid you've found yourself most at home inside the cockpit. Piloting is like breathing to you, completely natural, and your instincts inside a machine are far beyond that of those normal folk outside. It almost seems like all machines respond to you a little bit better too.
  72.  
  73. Core Override Tuning 200
  74. With an adequate amount of experience, pilots start learning how to feel the response of their Zoids straight from the core. With an adequate amount of effort, pilots start learning how to coax a better reaction from the core of their Zoids. You've put in a more than adequate amount of both, and quite some time, so getting your Zoid to go past its inherent limitations is a possible, if exhausting feat. For a short period your Zoid performs better in every aspect, and you react a lot quicker at its controls.
  75.  
  76. Hey...if you can do it with your Zoid, you could probably do it with a less temperamental machine too.
  77.  
  78. Firing Everything! 400
  79. Sometimes, the only solution to a problem is firing so much at it that the problem is eradicated. For a very brief moment, you may realign all of your weapons to a single trigger and fire it all at once. Naturally as you might expect, this will lead to your Zoid either overheating, or running out of ammunition. If your Zoid happens to run off of something else, it'll drain those energy sources as well, so be careful.
  80.  
  81. It might be interesting to try the same thing with a battleship...
  82.  
  83. Back to the Water 400
  84. Every pilot eventually finds themselves in a catch 22 situation, facing down a Death Saurer with their Zoid half crippled and their weapons exhausted. When it comes to pushing for a last ditch charge, they'll find that suddenly that last weapon of theirs somehow has all the strength of everything else combined. Ok, maybe that's pushing it a bit far.
  85.  
  86. In a critical situation, it's often too much to ask to keep track of all your ammo, and eventually you'll end up on your last legs. At these critical moments, you'll find twice as much strength pours into your remaining weapons. Even outside of the Zoid, it seems whenever the battle takes a desperate turn, just the thought of "I'm a hero!" is enough to give you that last burst to strength to keep going.
  87.  
  88. You...*are* actually a hero...right?
  89.  
  90. Heart of the Storm 400
  91. No one ever said battles were clean and simple. Actually you don't remember a single battle you had that was clean and simple when it involved robots. But that suits you just fine. You have no problem tuning out everything that happens in battle outside of what's affecting you immediately in the here and now. It's almost like some form of compartmentalization. Outside of an ally dying, substantial injury, or a major shift in the tide, nothing seems to faze you, and once you get out of the battle you basically forget the traumatic elements of the battle as life goes back to normal.
  92.  
  93. But that's not the real mystery, the real mystery is why anything you pilot can somehow operate at near full capacity regardless of how damaged it is. Heck, you lost most of your navigation systems in the last fight and you still managed to walk out of there like nothing happened!
  94.  
  95. Proof of the Hero 600
  96. In a world where might makes right, if no one is there to tell you otherwise, it's safe to assume that you'll be a hero one day. At least until you get kicked to the curb anyways. But that's ok! You have an unbelievable level of resolve, that no matter of injury or demoralization can subvert. They might take those most dear to you hostage, they might have the biggest super weapon this side of Planet Zi, but as long as you even think you've got a chance, you'll be able to outright ignore any of the minor disadvantages against you.
  97.  
  98. As though your body is but an extension of your mind, you also have a truly remarkable healing factor. For somehow who is constantly bashed around inside giant robots, it seems like you'll heal from internal wounds within days. Major injuries seem to pain you a little, but you can ignore most minor injuries outright and act as though they were never there. Are you sure you're not a cyborg?
  99.  
  100. Researcher
  101. Core Research Analysis 100
  102. Around here, every genius is a certified researcher on Zoid cores. No literally, we mean it. It seems that every single researcher, and that means you, knows the inner workings of Zoids and how to track down wild Zoids. Identifying possible parts is a no brainer, and though you might not be like some of the other geniuses who apparently have coffers full of test zoids, you'll still be able to find the right man to get the right part when you need an experiment here or there.
  103.  
  104. Naturally, you also understand other forms of machinery much better than normal now. If you wanted to, surely you could find the best place to get the parts you need.
  105.  
  106. Satellite Grid Network 200
  107. High above the Planet Zi, a satellite grid network of "judge satellites" floats, surveying all of the battles which are ongoing on the Planet proper. While normally they are used for data analysis and ensuring duels go properly, you figure since there's no laws saying otherwise, there's no reason you can't have a set of satellites of your own. These satellites, cloaked against observation and analysis, allow you to keep watch over a three kilometer area.
  108.  
  109. Test trials for these satellites have worked well, and not only do they give a steady feed of information from all sources nearby, they're also very useful for scanning technology which may otherwise be hidden. You figure that with the apparent lack of cryptoanalysis in the world there's no sense in bothering to install a security system, but the techs have suggested it anyways, so even though it took a bit of rewiring, your satellites can now mask themselves against attempts to detect them otherwise.
  110.  
  111. Wait...does the Backdraft Group actually use satellites like these too? Is that how they gather all of their knowledge? Was that why the techs suggested a security system?...Yikes...looks like things aren't as simple as you thought.
  112.  
  113. FA Functionality 400
  114. Underneath the armored exterior of each Zoid lies a feral Zoid. At least that's the story anyways. It's also not exactly true, but people like these kinds of folk tales. Still, it's a simple calculation for you to adjust the weight profile of a Zoid, I mean this is what you've been running optimization calculations on since you started! Any Zoid, hell any machine that you send into battle starts off with a full armor layering covering over them, obviously hampering their speed somewhat, but you figure its a good trade for the protection.
  115.  
  116. In the event that its necessary, you can shed the armor at will in an explosive manner outwards away from you. When the battle end the armor will reappear.
  117.  
  118. Energy Conservation Policies 400
  119. The time warps have extensively drained supplies everywhere, so even for geniuses, conservation became the watchword of the day. Alright, maybe not every genius out there was busy conserving, looking at a certain scientist with his massive whale king, but you've followed the watchword to the letter. Energy recycling, energy conservation, conversation ratio optimization, you've done it all.
  120.  
  121. The Zoids which you operate have a power output equivalent to being one grade higher than they normally are, and equipment related to energy generation and storage are twice as effective as they normally are.
  122.  
  123. Hybridization Theory 400
  124. So one day you had a bit of spare time after your daily Zoid admiration hour. After taking a close look at your favorite Gojulas and your favorite Mad Thunder, you decided that if the Gojulas could wield the Mad Thunder's Magnesser Drills like an arm weapon, you could probably reenact that scene from the show you watched two days back on the professor's hi-def television.
  125.  
  126. Those mechanics can slap on parts and scavenge however they like. You can literally merge two machines together into one, with twice the processing power as before. Mind you, Zoids typically won't respond well to suddenly sharing a body with another core and another mind, but you'll have ethical uses for this...right? For most mundane machinery, you don't need any power source besides your own, but be careful that should you make your machine too big, the internal power supply might not be enough to feed it.
  127.  
  128. Temporal Analysis 600
  129. It's the most current topic that everyone is analyzing - probably because everybody's been tossed into this mess and there's really nothing more important right now than figuring out how to fix this mess. The Temporal Walls have been studied extensively as a result, and its relationship with the Zoid Overload System has been clarified. Actually, considering that the Zoid Overload System was the whole cause of this mess, it does seem rather logical that this was the first point covered.
  130.  
  131. By overloading the core within safe parameters, it is possible for Zoids to seemingly "duplicate" and generate mirage copies. Yet these mirages have concrete attacks - apparently explained by the time paradox which results as a side effect of pushing the core past its normal boundaries. With your level of understanding it's possible to mimic the effect up to the level of a perfected ZOS core, for any piece of machinery, effectively generating two extra duplicates for a short time until your energy or the duplicates' runs out completely. For a Zoid this will stack on top of the ZOS Core, but it drains you significantly, along with the Zoid.
  132.  
  133. [Companions]
  134. Standard Import 100/1, 300/8. Each gets 500 CP for skills and items.
  135. One Free M Sized Zoid w/Core. 100 CP to upgrade Size. Sizes run S/M/L/LL/XL
  136. Each size gets its own initial range of Customization Points (15/20/25/30/35)
  137. You can import a Zoid if you somehow already have one. Unfortunately, since Zoids are all vaguely animals, importing giant robots only works if they have an animal form. 100/150/200/250/300 for (10/15/20/25/30) CuP
  138.  
  139. [Modifications] Uses Customization Points Instead
  140. If it says it's for a specific size, assume that means it takes more to get the same effect on a larger size. If there's no size specified, assume it works for all sizes.
  141. Paint Job 0 CuP
  142. -Self Explanatory-
  143. Color Based Speed! 1 CuP
  144. -Look if it's Red, it's fast! Painting it Red seems to increase your Zoid's speed slightly. Works with colors beyond Red, but Red is original speed color man.-
  145.  
  146. Development Branching 1 CuP
  147. If you have a Zoid that is not in the list, but matches a type and size to another Zoid in the list, you can swap models.
  148.  
  149. Accelerator Equipment 2 CuP
  150. Ion boosters, used to increase speed, comes with an onboard power unit that recharges on cells.
  151.  
  152. Electron Shield Generators 2 CuP
  153. A wide energy shield array that can be placed to cover over a L sized Zoid completely in one direction. Can be hooked up to a power unit for extra strength, but otherwise has its own onboard power supply.
  154.  
  155. Enhanced Fused Armor 2 CuP
  156. Armour plating for more conventional weapons, good against explosives and can be used to cover a good portion of a M sized Zoid, but it does increase its weight.
  157.  
  158. Full Armor System 5 CuP
  159. A full armor system that even disperses particles somewhat. Covers over an entire LL sized Zoid, and seriously slows it down.
  160.  
  161. Electron Disruptor Equipment 3 CuP
  162. It's an array used to disperse most particle cannon beams, similar to an electron shield generator, but instead it tries to divert the path of the beam. The onboard power unit is only strong enough to deflect minor charged particle cannons...so don't expect it to save you from any of the larger ones.
  163.  
  164. Stealth System 3 CuP
  165. A stealth system that works perfectly with M class Zoids, concealing their physical presence and masking a large part of their heat signature. Works off of its own power generator.
  166.  
  167. Electronic Countermeasures Suite 3 CuP
  168. Rather than physical stealth, this array jams signal communications and masks your EM signature. It also allows you to intercept communications on a wide variety of frequencies. Works off of its own power generator.
  169.  
  170. Self Recovery Unit 5 CuP
  171. Nanomachine docks that will automatically deploy once your Zoid begins to take damage, starting a slow but steady repair cycle. Taking sustained fire is extremely counterproductive to the nanomachines, and they'll shut down when exposed to a concentrated barrage for some time. Best to find cover. Works off of its own power generator.
  172.  
  173. E-Charger 5 CuP
  174. An energy cycling device that improves overall energy usage efficiency, but also helps your Zoid recover energy faster when it comes to supplying systems. Can be used to convert energy to a higher frequency for energy intensive systems. Works best in conjunction with E-tanks.
  175.  
  176. E-Tank 3 CuP
  177. Energy overflow storage systems, which are normally concealed near the core in order to keep it safe and keep it effective. Allows for a greater than normal energy output, and is absolutely necessary for lower sized Zoids to provide enough energy to supply energy intensive systems.
  178.  
  179. Close Range Laser Emitter 2 CuP
  180. A targeting system that allows you to paint targets for projectile based weaponry. Increases your accuracy, and ensures that you can mark and follow targets.
  181.  
  182. Particle Cannon Variate 5-9 CuP
  183. All the damn variations of the charged particle cannon. Meant for L sized zoids, but some variants will require an E-Tank at least.
  184.  
  185. Republic 360mm Long Range Cannons 9 CuP
  186. A pair of cannons, designed for extreme range bombardments. With a range even longer than most variants of the particle cannon, the only thing that surpasses these cannons is the Gravity Cannon. Typically mounted on L sized Zoids.
  187.  
  188. CAS System 6 CuP
  189. An armor change system that works on specific Zoids.
  190.  
  191. BLOX Add On 6 CuP
  192. Not so much an armor change system as it is hybridizing one Zoid with another subservient Zoid.
  193.  
  194. Railgun 4 CuP
  195. A standard railgun, firing a hypervelocity projectile that causes a severe amount of collateral damage. Best to be careful when using it in civilian areas. Unfortunately, though it is very powerful, it is also very energy intensive, and normally needs to be sustained on a L sized Core.
  196.  
  197. Gatling Gun 4 CuP
  198. A standard gatling gun which can be modified to fire different types of rounds. (Cryo, Pyro, Acidic, EM) The least energy intensive thing there is.
  199.  
  200. Gatling Laser 4 CuP
  201. A laser variant of the gatling gun, which is much more effective against armor but dependent on energy. Runs well on M sized Zoids and fires even faster than a normal gatling gun.
  202.  
  203. 2/4/8/16-Set Missile Variants 1/2/4/6 CuP variants.
  204. MISSILES. PLENTY OF MISSILES. The higher variants fire more missiles at once, have larger ammo banks, but weight more, and cost more.
  205.  
  206. Radome Unit 2 CuP
  207. A radar unit that is mounted to give active topographical and EM signal information. Has a weak heat sensing unit as well, but is not very reliable unless given extra power.
  208.  
  209. Extension Generator 2 CuP
  210. Half as effective as an E-Tank, but comes with its own generator units. Typically placed near the equipment that it provides energy for, and has its own armor reinforcement. But since it takes two of these to equal a full E-Tank, it's only good for providing temporary power.
  211.  
  212. Core Reinforcement Unit 3 CuP
  213. Main core protection unit, used to reinforce the central core and stabilize it from damage. Amplifies all defensive modules, and gives your Zoid a response boost. Can be used to temporarily amplify power output, but it'll decrease the output afterwards.
  214.  
  215. Core Enhancement Unit 3 CuP
  216. Increases the absolute output of your core by a single grade, allowing you to generate more energy. Your Zoid also grows a little, but not enough for a size grade unless you take it twice. This size increase however, doesn't increase your CuP, and only allows you to have a bigger Zoid with the equivalent speed of a smaller one.
  217.  
  218. [Special Modifications]
  219. Drone AI 5 CuP
  220. Secondary AI unit used to man drones. Necessary for Drone Bay and requires additional power output.
  221.  
  222. Automated Mechanics Bay 3 CuP Restricted to LL and above Zoids
  223. An automated mechanics bay, which can be used to dock and repair Zoids.
  224.  
  225. Drone Bay 5 CuP Restricted to L and above Zoids.
  226. It's not so much a Bay as it is a drone deploying device. Drones need to be built separately, but can be armed with one weapon (Gatling/Laser/Missile). Requires an AI to control it, and unless you want to only use it once, you'll want an extension generator to recharge the drones.
  227.  
  228. Central Communications and Control 3 CuP Restricted to LL and above Zoids
  229. A full communications suite available for LL sized Zoids. Performs all the functions that a Radome, ECS, and also functions as a coordination center for the Drone AI.
  230.  
  231. Gravity Cannon 12 CuP Restricted to LL and above Zoids.
  232. A gravity cannon - the absolute king of ranged weapons. It not only requires an extension generator and the core to have an extreme amount of power, without a central communications and control to guide it, it becomes very unwieldy, as the projectile fired has massive collateral damage. Test firing showed that everything within a 4 kilometer radius was enveloped inside a singularity. Be careful that smaller Zoids can actually take recoil damage from firing the cannon, as it was meant for an XL size Zoid to begin with. An LL can sustain this by itself, a L would need at least an E-tank, a M would need 2 E-Tanks.
  233.  
  234. External AI Core 6 CuP
  235. A second AI Core can be manned, which can run all the functions of the CCC that LL Size Zoids have, but can be mounted on a M Size Zoid.
  236.  
  237. Teleporter Unit 12 CuP
  238. Requires an extreme amount of power, and an extension generator, but essentially allows for teleport between medium distances. Needs a single E-tank.
  239.  
  240. Core Corruption Unit 12 CuP Restricted to L and above Zoids.
  241. An insidious core modification, that looks to bind other Zoids to your will. Works very well on feral zoids, but can be resisted by Zoids with pilots. It can also be used on S size Zoids to morph them into Zoids of your shape, but S sized. It requires an extreme amount of power. (Anything below a LL needs at least an E-tank, with M requiring 2.)
  242.  
  243. Flight Unit 9 CuP M and below Zoids.
  244. In an odd display of experimental size, it seems that with this massive backpack array, your Zoid can actually fly for a brief period of time. It requires at least a single E-tank for a M sized Zoid, but the S sized Zoid can rely on an extension generator instead. It can also be used for high speed or abrupt dodging maneuvers.
  245.  
  246.  
  247. [Item]
  248. Customization Points - Converting your CP into more points for your Zoid.
  249.  
  250. Organoid (Basic/Upgraded/Perfected) 100/150/200 Zoidian (Discount) - An Organoid boosts performance to the Zoid and typically looks like a metal dinosaur...albeit human sized and typically bipedal. The differences between the versions lies in what skills they have.
  251.  
  252. Core [S/M/L/LL/XL] [50/100/200/300/400] - Cores, if you seriously need another Zoid.
  253.  
  254. Zoid Data [S/M/L/LL/XL] [0/50/100/150/200] Pilot M Free - If you have a data for a Zoid, should you have the resources, you can mass produce them. Hell they'd probably take up a lot of resources anyways.
  255.  
  256. Resupply Orders 100 Pilot Free You get a full set of ammo for all of your craft/Zoid weapons per day.
  257.  
  258. White Box AI 100 Drop In Free An AI meant for giving the Zoid limited autopilot functions. Allows it to operate autonomously based on commands.
  259.  
  260. Time Space Transmission Protocols 100 Scientist Free A set of standard protocols that allows you to gather some of the basic technological information of the world around you.
  261.  
  262. Hover Board 100 Literally, it's a surfboard that you can float above the ground with. You can also leap a good couple feet into the air with one of these.
  263.  
  264. Judge Satellite 100 Pilot Free A patrol satellite within the air that you can drop within the area. It'll set up a barrier zone that shouts annoying alarms into the minds of all those who enter for up to a minute before it stops. It also alerts you if someone enters.
  265.  
  266. Metal Seed 200 A seed to grow a metallic planet, the leafs of which are used in the creation of an energy source called Reggel - which is in turn what Zoids consume for sustenance. It seems with a minimal amount of engineering you could use it as an energy source for other forms of machinery as well, sentient or not.
  267.  
  268. Magnite Sample 200 It's a sample of magnite, a rare ore used to restart Zoid Cores which have fallen into stasis, and used to revive those which have suffered too much battle damage and have fallen asunder. Maybe you could adapt it to other machinery?
  269.  
  270. Feral Templates 200 Templates for the formation and creation of Wild Zoids. Can be used to give small scale machines a limited form of sentience.
  271.  
  272. Whale King 200 A large floating transport Zoid in the shape of a whale.
  273.  
  274. Pulse Guard 200 Technology used to block against the Rarehertz virus, can be made to adapt and create vaccines for other types of mechanical viruses as well.
  275.  
  276. Black Box AI 300 A forbidden AI sequence box, with its AI technology improved so much that it gives a level one could call sentience to the machine it is implemented into. Turns a sentient machine into a companion.
  277.  
  278. Anti Gravity Generator 300 A field generator used so that the gravity within a large field is reduced to what it would be in vacuum.
  279.  
  280. Standard ZOS 300 A standard ZOS operates to give a zoid two true duplicates temporarily, but drains the energy of the pilot and zoid substantially.
  281.  
  282. Perfected ZOS 500 The boost from the ZOS allows you to permanently manifest a duplicate that only fades if destroyed. It'll stop attacking if you don't feed it energy however.
  283.  
  284. Temporal Isolation Pod 500 .....I really don't know if I want to add a pod or not.
  285.  
  286. [Drawbacks] 600 Max.
  287. Where did you go to school? 100 ( A tribute to the bloody English translation of the game which makes no bloody sense )
  288. Out of Place, Out of Time 100 ( Permanent disorientation, and chronic nausea due to temporal shifts )
  289. Not Trusted 100 ( No one will recognize you or trust you, even if you've met them before )
  290. Please don't look this way 200 ( Every enemy seems to target you with priority )
  291. Realistic Beam Spam 200 ( The damage from all weapons takes substantially longer to recover from, expect to see a lot of ruined towns and unhappy people )
  292. Rarehertz 200 ( A virus runs rampant, and 3/4 of the time you'll lose control of your Zoid randomly. )
  293. Truly Feral 200 ( Hordes of wild zoids will run around rampantly, and cannot be controlled, starting off cataclysms wherever possible )
  294. Extremely Limited Ammunition 300 ( You always seem to be running out of ammunition, and all of your beam weapons seem to just fizzle out. Your opponents however, seem to have infinite ammunition. )
  295. Temporal Deprivation 300 ( You've lost the connection to your warehouse, and your skills have been disconnected away from you. Enjoy being mundane )
  296. The Gravity of the Situation 600 ( Everybody seems to be packing a Gravity Cannon. These are things that generate micro singularities. They don't seem to care that they are destroying the planet by firing them haphazardly. There are constant fights everywhere )
  297.  
  298. [IF Scenarios] Adds On Top of Drawbacks
  299. The Ancient War 300 ( 4 Sets of Blueprints from this apparently )
  300.  
  301.  
  302. Sabre Tiger
  303. Saber Tiger
  304. Saber Tiger RS
  305. Saber Tiger SS
  306. Saber Tiger AT
  307. Saber Tiger TS
  308. Proto Saber
  309. Blitz Tiger
  310. HellCat
  311. Lightning Saix
  312. Lightning Saix BS
  313. GunTiger
  314. Liger Zero
  315. Liger Zero Schneider
  316. Liger Zero Jager
  317. Liger Zero Panzer
  318. Liger Zero Imperial Form
  319. Liger Zero X-Armor
  320. Trinity Liger
  321. Trinity Liger BA
  322. Shield Liger
  323. Shield Liger DCS
  324. Shield Liger DCS-J
  325. Spark Liger
  326. Blade Liger
  327. Blade Liger AB
  328. Liger Aero
  329. SaberLion
  330. Command Wolf
  331. Command Wolf Urban Combat
  332. Command Wolf AC
  333. Command Wolf IS
  334. Kelberos
  335. Climber Wolf
  336. Shadow Fox
  337. Konig Wolf
  338. Konig Wolf DSR
  339. Iron Kong
  340. Iron Kong PK
  341. Iron Kong Maneuver
  342. Iron Kong SS
  343. Iron Drill
  344. Hammer Rock
  345. DiBison
  346. Gravity Bison
  347. Black Rhymos
  348. Elephander
  349. Elephander AG
  350. Geno Saurer
  351. Psycho Geno Saurer
  352. Geno Breaker
  353. Proto Breaker
  354. Geno Scissors
  355. Geno Trooper
  356. Geno Flame
  357. Berserk Fuhrer
  358. Shutulm Fuhrer
  359. Jagd Fuhrer
  360. Berserk Fuhrer Z
  361. Geno Hydra
  362. Geno Hydra KA
  363. Dark Spiner
  364. Dark Spiner KD
  365. GunSniper
  366. GunSniper Weasel
  367. GunSniper LS
  368. GunSniper NS
  369. SnipeMaster
  370. SnipeMaster FB
  371. SnipeMaster A-Shield
  372. Rev Raptor
  373. Rev Raptor Pile Banker
  374. Rev Hunter
  375. Merda
  376. Ultrasaurus
  377. Ultimate Phalanx
  378. Goldos
  379. Goldos Long-Range Attacker
  380. Red Horn
  381. Red Horn BG
  382. Dark Horn
  383. Dark Horn HS
  384. Mad Thunder
  385. GunBlaster
  386. Brachios
  387. Gojulas
  388. Gojulas G Orga
  389. Gojulas Gunner
  390. Gojulas Giga
  391. Gojulas Giga Cannon
  392. Death Saurer
  393. Bloody Demon
  394. Death Meteor
  395. Iguan
  396. Godos
  397. LeoBlaze
  398. Unenlagia
  399. Mosasledge
  400. NightWise
  401. Buster Eagle
  402. FlyScissors
  403. Shellkarn
  404. DiploGuns
  405. DemonsHead
  406. Matrix Dragon
  407. Kimera Dragon
  408. Gojulox
  409. Double Arm Lizard
  410. Griffon
  411. Lord Gale
  412. Death Stinger
  413. Jagd Stinger
  414. Guysack
  415. Guysack Stinger
  416. Molga
  417. Cannory Molga
  418. DarkPoison
  419. Saicurtis
  420. Double Sworder
  421. KillerDome
  422. Cannon Tortoise
  423. Cannon Tortoise BC
  424. Gator
  425. Barigator
  426. Stealth Viper
  427. HammerHead
  428. HammerHead VL
  429. Wardick
  430. Sinker
  431. Redler
  432. Redler Booster Cannon
  433. Redler Interceptor
  434. Bloodler
  435. Pteras
  436. Pteras Bomber
  437. Pteras Radome
  438. Storm Sworder
  439. Storm Sworder F
  440. Storm Sworder FX
  441. Zabat
  442. Raynos
  443. Salamander
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