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Mechalomaniac

Defining Skills

17 posts in this topic

Newtype

Class: Passive (Sub)

Thought to be the next step in human evolution, certain people have developed psychic abilities, including superhuman powers of intuition and awareness, and telekinesis.

In addition to gaining the abilities naturally, by receiving numerous physical and mental enhancements, including organ transplants, biotechnological modifications, and chemicals that increase their reaction speed and radiation resistance, it's possible for a person to gain psychic powers like that of a Newtype. These procedures have a tendency of making the person mentally unstable, however.

Gain Psychic Energy. Gain Target's Dodge Cost +5%

Cost: 400 PP

NOTE: You cannot purchase this skill if you have the Psychodriver skill

Edited by Umbaglo

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A-Class Jumper

Class: Passive (Main)

An ability to travel through time and space, usually found in native Martians.

Unaffected by all negative terrain Dodge Cost modifiers. Gain Dodge Cost -5%

Cost: 600 PP

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Brave

Class: Passive (Main)

Braves are individuals with great resolve, who move forward no matter what they face.

Gain Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%.

Cost: 800 PP

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Genius

Class: Passive (Main)

Geniuses have a natural talent for battle, granting them lightning reflexes and a good eye.

Gain Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%.

Cost: 800 PP

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Fury

Class: Active

Whether it is cold as ice in your veins or a blazing fire, you channel your rage into your mecha's attacks, making you a deadly opponent on the battlefield.

Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Charge (4) to activate.

Cost: 800 PP

Edited by Umbaglo

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SEED Mode

Class: Active

The ability for an individual to enter into a state of enhanced awareness and peak physical ability, demonstrating heightened reflexes and extremely quick information processing, often triggered by extreme situations or from recalling significant traumas.

* Level 1: Gain Dodge Cost -5%, Target's Dodge Cost +10%, Weapon Damage +10%. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below. 400 PP

* Level 2: Gain Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Charge (4) to activate. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below. 500 PP

Edited by Umbaglo

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Unit Specialization (Evasive)

Class: Passive (Main)

You have specialized in piloting a specific type of unit, becoming more adept at piloting those machines.

Choose a unit type (such as Mobile Suit, Aura Battler, Brave, or Orbital Frame). Gain bonuses in units of that type.

Level 1: Damage Dealt +10%, Target's Dodge Cost +5%. 300 PP

Level 2: Damage Dealt +20%, Dodge Cost -5%, Target's Dodge Cost +10%. 500 PP

Level 3: Damage Dealt +30%, Dodge Cost -10%, Target's Dodge Cost +15%. 700 PP

OR

Level 3: Damage Dealt +20%, Dodge Cost -5%, Target's Dodge Cost +10%. Choose one specific unit that has this unit type (such as RX-78 Gundam). While piloting that specific unit, gain an additional Damage dealt +20%, Dodge Cost -10%, and Target's Dodge Cost +10%. 700 PP

Note: You may take this skill multiple times. Each time you take it, it applies to a different unit type. Should a single unit have multiple types, the effects of this still do not stack. The effects of this skill do not stack with those of Unit Specialization (Defensive).

Note 2: If the unit types Super Robot or Real Robot are chosen for this skill, you must also specify the specific series you are buying this skill for, such as Banpresto Originals: Grungust Series.

Edited by Umbaglo

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Unit Specialization (Defensive)

Class: Passive (Main)

You have specialized in piloting a specific type of unit, becoming more adept at piloting those machines.

Choose a unit type (such as Mobile Suit, Aura Battler, Brave, or Orbital Frame). Gain bonuses in units of that type.

Level 1: Damage Dealt +10%, Target's Dodge Cost +5%. 300 PP

Level 2: Damage Dealt +20%, Damage Received -5%, Target's Dodge Cost +10%. 500 PP

Level 3: Damage Dealt +30%, Damage Received -10%, Target's Dodge Cost +15%. 700 PP

OR

Level 3: Damage Dealt +20%, Damage Received -5%, Target's Dodge Cost +10%. Choose one specific unit that has this unit type (such as RX-78 Gundam). While piloting that specific unit, gain an additional Damage dealt +20%, Damage Received -10%, and Target's Dodge Cost +10%. 700 PP

Note: You may take this skill multiple times. Each time you take it, it applies to a different unit type. Should a single unit have multiple types, the effects of this still do not stack. The effects of this skill do not stack with those of Unit Specialization (Evasive).

Note 2: If the unit types Super Robot or Real Robot are chosen for this skill, you must also specify the specific series you are buying this skill for, such as Banpresto Originals: Grungust Series.

Edited by Umbaglo

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Singer

Class: Passive (Main)

You'd much rather solve a conflict with a song than with bullets. You mostly use your piloting abilities to spread your music to the world.

You are considered to have the Sound Energy System ability in any unit you pilot, however you may only use Songs that you have learned through Song Memory. This ability does not overwrite or take up the (System) slot of the unit you are piloting.

If the unit piloted already has the Sound Energy System ability, or you install the Sound Energy System item, then it overwrites this ability.

Gain an extra Technique slot to only be used for the Song Memory technique.

Cost: 1200 PP

Edited by Umbaglo

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Negotiator

Class: Passive (Sub)

You have a way with words that allows you to easily persuade people to do various things for you.

Level 1: Repair Cost -10%. 500 PP

Level 2: Repair Cost -15%. 700 PP

Level 3: Repair Cost -20%. This effect applies to all allied units. 900 PP

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Red Ranger

Class: Passive (Main)

You are the designated main pilot of a multi-pilot unit. You hold the respect of your teammates and have learned to work perfectly together, leading them expertly and capitalizing their skills. Your experience as a leader lets you choose a teammate and apply the full benefits of one of their skills to the unit you are piloting, as if they had direct control over the unit.

Choose one subpilot at deployment and gain one of their Passive (Main) skills.

Cost: 500 PP

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Spiritual Power

Class: Passive (Main)

You have a wealth of magical, spiritual, or otherwise mystical power within you..

Level 1: Spiritual Power Weapon Damage +10%. 300 PP

Level 2: Spiritual Power Weapon Damage +20%, Accuracy +5%. 400 PP

Level 3: Spiritual Power Weapon Damage +30%, Accuracy +10%. 500 PP

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Ki Power

Class: Passive (Main)

You have trained your inner ki, strengthening your body and spirit to unleash more effective attacks.

Level 1: Ki Power Weapon Damage +10%. 300 PP

Level 2: Ki Power Weapon Damage +20%, Accuracy +5%. 400 PP

Level 3: Ki Power Weapon Damage +30%, Accuracy +10%. 500 PP

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Split Personality

Class: Passive (Sub)

For whatever reason, you have two completely different personalities within one body.

Level 1: You must buy this on another pilot at the same time, and designate these two pilots to be sharing the same body. Whenever you deploy this pilot, you may also deploy the other pilot without taking up a Pilot Slot.

That pilot is "inactive" and not considered to be in your unit for purposes of multi-pilot SP reduction and none of its abilities are active in any way. SP usage by either pilot deployed in this fashion takes SP from both pilots' pools, but SP may still be used even if the inactive pilot does not have enough SP, in which case his SP is reduced to 0 instead.

Once per battle, you may switch the currently active pilot with the inactive pilot for the remainder of the battle during your Transformation Phase. 1000 PP

Level 2: You may switch the currently active pilot with the inactive pilot for the remainder of the battle during your Transformation Phase. 1100 PP

Edited by Umbaglo

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Psychodriver

Class: Passive (Sub)

You are born with a mysterious power that lets you do amazing feats using your mind alone, from generating weapons to letting you pilot giant robots with no previous training.

Gain Psychic Energy. Gain Damage Dealt +5%

Cost: 400 PP

NOTE: You cannot purchase this skill if you have the Newtype skill.

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Abnormal Survivor

Class: Passive (Main)

You are a one in a gazillion. Events will bend and unfold in different ways to ensure that you will survive, no matter what happens.

While your HP or DP is 10% or below, all Attribute levels +1.

Cost: 800 PP

Edited by Umbaglo

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Tactical Command

Class: Passive (Sub)

You are a skilled commander, able to micromanage your forces to make them more effective.

Any unit you pilot gains the following attacks:

[H] Offensive Command (DT:3)- Attack Boost 20% & Accuracy Boost 20% [+0%]

X) Offensive Command: The effects given by this attack only last one turn.

[H] Defensive Command (DT:3)- Armor Boost 10% & Mobility Boost 10% [+0%]

X) Defensive Command: The effects given by this attack only last one turn.

[H] All-Out Assault Command (DT:3)- Attack Boost 40% & Accuracy Boost 40% [+0%]

X) All-Out Assault Command: Units affected by this attack also gain Damage Received +15% and Dodge Cost +15% to be calculated as pilot abilities. The effects given by this attack only last one turn.

Cost: 800 PP

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