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- The year is 0037, of the New Century. After the events of the terrifying Calamity, mankind decided to start anew with a new calendar, and spread out, once more, back into space.
- Using the machines once piloted to bring destruction, known as Vanguard units, man made colonies in space. Yet, even in times of peace, the fires of competition continue to still burn in man, and when they cannot be satisfied by mundane means, man shall turn to the means by which they once waged war in... The Vanguard units.
- ~ THE ISKANDAR VANGUARD CONTEST ~
- (Funded and supported by the Iskandar Military Academy)
- Calling all the people of Iskandar Colony! Come watch
- a battle of clashing wills, as teams of Vanguard creators
- face off against one another. Revive the spirit of war,
- within these slumbering giants of steel!
- Date: August 21, 0037 NC
- Location: The Coliseum, Alexandria
- _RULES OF ENTRY_
- 1. Must be able to pilot and/or transport Vanguard
- into the designated location. (Created units cannot be
- Huge.)
- 2. Must be personally piloting the Vanguard. Remote
- control of the Vanguard is not allowed.
- 3. Please have your entry form ready to turn in
- WHEN you are at the gate. No later, no earlier!
- 4. This is not a fight to the death. You are only
- to disable the opposing team's Vanguards. The referees
- will determine when the battle is over.
- ALRIGHT, so if you thought I was ever still any more serious than I was before, then you need to severely check yourself.
- >Taking Flamy seriously
- please stop doing that
- ANYWAY so check this sick system out i made it with the help of GIANTREEEEEEEEEE--
- https://docs.google.com/spreadsheets/d/19ch9n_6PC5hxRMp4BAz9WDHAcQGM7pVi0L7WXEZwOM0/edit#gid=0
- got it? good, make a character with that or something, you should have 200 Credits spent and maybe some nice attacks and shit at your usage, maybe even some of those special shit down below, if you want those, and maybe you even decided what that shit looks like
- yell at me if you don't understand something too while you're at it
- so once you're done with that, i got this for you: http://i.imgur.com/ajQqAkl.png
- (the underlined part is the most important)
- This one's for you, the character, the pilot, and not the mecha, per se. FATE dice, I find, is a rather nice way to handle the whole RPing deal, without getting too deep into it. You know, because UFX doesn't do out of combat.
- we'll be using voice + text, as pure audio would be too difficult for complete extraction of combat data, and pure text is too fucking slow, so strap yourself in for having to listen to me rant
- oh and i guess we'll be using roll20 ofc
- maybe use the forums or something to coordinate time
- NEW PILOT SKILL
- Hot Blood (8 Points) Attacks with the Melee Trait of units you pilot gain MGT +3, but units you pilot also lose 1 EVA.
- Psychic (8 Points) Attacks with the Ranged Trait of units you pilot gain ACC +3, but units you pilot also lose 1 DEF.
- (these aren't really new skills, so much as me toying with numbers)
- NEW UNIT ABILITY
- Shade (45 Credits) You may take a Standard Action and expend 3 EN and an additional point of EN for every size category above Small to activate this Ability. While this Ability is active, you gain 4 DDG, but at the end of every one of your Phases, you must spend 1 EN and an additional point of EN for every size category above Small. You may deactivate this Ability with a Standard Action. This Ability deactivates when a unit successfully deals damage to you.
- NEW TRAIT
- Multi-Angle (30 Credits) Can only be taken by attacks with the Ranged trait. This attack may only be used while the unit is piloted by a character with the Psychic Skill. This attack may not be treated as a critical hit, but if the attack does not successfully deal damage, inflict damage equal to the attack's Critical, minus 1. This damage ignores Defense.
- Enclosing (25 Credits) Can only be taken by attacks with the Ranged trait. Attack cannot be treated as a critical hit, and when this attack would successfully deal damage, it instead reduces the defending unit's ACC equal to half of its inflicted damage, until the end of their next turn.
- Ensnaring (30 Credits) Can only be taken by attacks with the Ranged trait. Attack cannot be treated as a critical hit, and when this attack would successfully deal damage, it instead reduces the defending unit's EVA equal to half of its inflicted damage, until the end of their next turn.
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