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Nendo

Nendo's Briefing Room

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Zeal's Programming:

PP Gains

+1050 (Initial) [13/11/10]

+792 (Mahjong) [21/11/10]

PP Spent

-1050 (Initial) [13/11/10]

-600 (Evade lvl 1-4, Accuracy lvl 1-2)

Total PP: 192

Total PP spent: 1650

Pilot Level: 4

Max SP Bonus: 12

Edited by Nendo

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blue.gifBlue Haro

Type: Installable

Class: Sidekick

Rank: 4

Pilot Summary:

Pilot Level: 19

SP: 176

Skills:

Fortune:

Class: Sidekick

- Gain 5 PP for having an Attack Phase hit an enemy.

- Gain 25 PP for making a successful kill to an enemy.

- PP gained via Blue Haro will be credited at the end of the match, win or lose This is applicable for all types of fights.

- Maximum PP gained via Blue Haro is 100.

Prosperity:

Class: Sidekick

- Gain 5 Credits for having an Attack Phase hit an enemy.

- Gain 25 Credits for making a successful kill to an enemy.

- Credits gained via Blue Haro will be credited at the end of the match, win or lose. This is applicable for all type of fights.

- Maximum Credits gained via Blue Haro is 100.

Group Mentality

- Level 2: SP Reduction that this pilot suffers in multi-piloted units is considered two steps less.

Concentration

- Spirit Command Cost -20%.

Assisted Piloting

- Main Pilot gains +1 Evade Attribute.

Attributes:

Accuracy Lvl 2: Accuracy +15%, Countershoot Cost -1

Evade Lvl 4: Dodge Cost -20%

Seishin:

Lucky

- Level 1 (24 SP): User's bounty gain is doubled at the end of the battle regardless of the result.

Hope

- Level 1 (24 SP): Target pilot (including sidekicks) in an allied unit regains 10 SP.

Awaken

- Level 1 (48 SP): You gain an additional turn after the turn Awaken is cast. Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.

- Level 2 (72 SP): You or target ally gains an additional turn after the turn Awaken is cast. Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.

Great Effort

- Level 1 (16 SP): User's PP gain is doubled at the end of the battle regardless of the result. This affects all sub-characters that are inside that unit as well.

- Level 2 (28 SP): User or target ally's PP gain is doubled at the end of the battle regardless of the result. This affects all pilots that are inside the targeted unit

Training

- Level 1 (40 SP): Unit's Evolution Point gain is doubled at the end of battle.

- Level 2 (60 SP): Unit or target ally unit's Evolution Point gain is doubled at the end of battle.

Will Gauge:

- Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.

- Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.

- Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Edited by Nendo

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Blue Haro's Programming:

PP Gains

+4600 (Initial) [27/11/10]

+228 (Fast Training VI) [22/12/10]

+905 (Winloss?) [25/1/11]

+354 (Evo Return + Fortune) [24/3/11]

+1144 (Heroes, Aliens, and... Cats?! + Fortune) [25/3/11]

+305 (Fast Training VII + Fortune) [19/4/11]

+200 (Gundam Powah! + Prosperity) [5/6/11]

+495 (Otoutoeto + Prosperity) [5/6/11]

+1080 (Ice Fishing) [7/7/12]

+577 (Fast Training VII) [9/8/12]

+2 (Floating PP) [6/1/13]

+188 (Christmas Epiphany) [4/2/13]

PP Spent

-4600 (Initial) [27/11/10]

-1000 (Great Effort lvl 2, Assisted Piloting)

-1600 (Evade lvl 1-4, Accuracy lvl 1-2, Group Mentality lvl 1-2)

-1900 (Concentration, Training lvl 1) [18/7/12]

-800 (Training lvl 2) [6/1/13]

Total PP: 188

Total PP spent: 9900

Pilot Level: 20

Max SP Bonus: 76

Edited by Nendo

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hachi.gif8

Type: Installable

Class: Sidekick

Rank: 3

Description: 8 is a portable computer AI that assists in piloting functions of mobile suits. There is some writing worn off of its case that leads some to believe it was previously the Learning Computer of the original Gundam.

Pilot Summary:

Pilot Level: 9

SP: 142

Skills:

Auto-Pilot:

Class: Sidekick

- During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

Assisted Tracking

- Main Pilot gains +1 Accuracy Attribute.

Assisted Melee

- Main Pilot gains +1 Melee Attribute.

Group Mentality

- Level 1: SP Reduction that this pilot suffers in multi-piloted units is considered one step less.

SP Boost

Take note that this bonus is cumulative.

- Level 1: Max SP +10.

Attributes:

Accuracy Lvl 2: Accuracy +15%, Countershoot Cost -1

Evade Lvl 4: Dodge Cost -20%

Seishin:

Scan

- Level 1 (10 SP): For a single turn, target opponent gains: Dodge Cost +10%.

Accelerate

- Level 1 (5 SP): For this turn, the AP cost to move to another terrain is reduced by 10, to a minimum of 0 AP.

Sure Hit

- Level 1 (15 SP): Gain Accuracy +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Snipe Attack

- Level 1 (15 SP): The first hit of your next attack phase taken this turn gains Accuracy +25%. Disable other effects that modify Dodge Cost, both positive and negative (ZERO System, High Performance Targeter, Tesla Drive, Guts) except BASE weapon accuracy.

Direct Attack

- Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks.

Exhaust

- Level 1 (50 SP):

[*] All Charge abilities on target enemy's unit lose one counter. If the ability is active it deactivates and is reduced one counter below the activation level.

[*] All counter-based abilities on targeted unit or it's pilot (such as Will) lose one counter.

[*] For the next three turns, targeted unit gains Damage Received +10% and Weapon Damage -10% to be calculated as a pilot ability.

Will Gauge:

- Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Rush: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F] type attacks. You may only use this ability once per turn.

- Focused Attack: Costs 5 Will. Your next attack phase gains Accuracy +100% and Weapon Damage +25%.

Edited by Nendo

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8's Programming:

PP Gains

+2100 (Initial) [17/12/10]

+1089 (Heroes, Aliens, and... Cats?!) [25/3/11]

+1133 (Revival 2) [3/5/12]

+562 (Fast Training VII) [9/8/12]

PP Spent

-2100 (Initial) [17/12/10]

-900 (Evade lvl 2-4, Accuracy lvl 1-2, Assisted Tracking) [27/3/11]

-1100 (Assisted Melee, Group Mentality lvl 1, SP Boost lvl 1) [18/7/12]

Total PP: 784

Total PP spent: 4100

Pilot Level: 9

Max SP Bonus: 36

Edited by Nendo

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Otoha

Class: Sidekick

Description: Mostly dead person/Stand/Persona, Professional Troll, Magical Girl, Certified Yuusha Pilot, Otaku Kingdom Employee, Half-boiled Detective.

Pilot Summary:

Pilot Level: 6

SP: 120

Skills:

Attributes:

Seishin:

Provoke

- Level 1 (35 SP): During your opponents' next turn, if any opponents attack, they MUST target you. (S)-type attacks and variants thereof must target you alone and cannot be spread out to any other target. MAP-type attacks are unaffected. You may not be targeted by the Substitute Spirit Command or any abilities that mimic it the turn after you use this Spirit Command. You cannot become untargetable by any means while the effects of this spell are active.

Shiver

- Level 1 (80 SP): Cast Exhaust Level 1 on up to two enemy units.

Sure Hit

- Level 1 (15 SP): Gain Accuracy +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

- Level 2 (25 SP): Gain Accuracy +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Hot Blood

- Level 1 (20 SP): All Weapon Damage x1.5 for your next attack phase taken this turn.

- Level 2 (40 SP): All Weapon Damage x2 for your next attack phase taken this turn.

Confusion

- Level 1 (20 SP): For a single turn one target enemy gains Accuracy -50%.

- Level 2 (50 SP): For a single turn all enemies gain Accuracy -50%.

Negative Force

- Level 1 (20 SP): Remove all positive status effects from all units in the battle.

Will Gauge:

- Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Focused Attack: Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.

Edited by Nendo

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Otoha's Trolling:

PP Gains

+2600 (Initial) [28/4/11]

+480 (Otoutoeto) [5/6/11]

PP Spent

-2600 (Initial) [28/4/11]

Total PP: 480

Total PP spent: 2600

Pilot Level: 6

Max SP Bonus: 20

Edited by Nendo

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gallery_3_4_1038.pngSanta Haro

Description: A Haro that got into the Christmas Spirit.

Type: Installable

Class: Sidekick

Rank: 3

Pilot Summary:

Pilot Level: 5

SP: 116

Skills:

- Spirit of the Season: (Cost: 800 PP)

- Class: Sidekick

- Equipped unit gains an extra Item Slot. This item slot may only be used to equip Perishable-class items and items must still meet the rank limit of the fight.

- Perishable items may be used on allied units as if you were a mothership.

Attributes:

- None

Seishin:

Trust

- Level 1 (30 SP): Cast Perseverance Level 1 on yourself or one target ally.

Honor

- Level 1 (30 SP): Cast Duty Level 1 on yourself or one target ally.

Hope

- Level 1 (30 SP): Target pilot (including sidekicks) in an allied unit regains 10 SP.

Prayer

- Level 1 (15 SP): Removes all negative status effects from yourself or target ally.

Will Gauge:

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Iron Will: Costs 5 Will. Costs 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Accuracy +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense.

Edited by Nendo

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Santa Haro's Trips:

PP Gains:

+2150 (Initial) [24/11/11]

PP Spent:

-2150 (Initial) [24/11/11]

Total PP: 0

Total PP spent: 2150

Pilot Level: 5

Max SP Bonus: 16

Edited by Nendo

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