Post by Father Eaon on Sept 1, 2008 14:19:36 GMT -5
KLF
Name of KLF: The KLF's name or number.
Model: Normal, Advanced, Extremely Advanced
Type: Heavyweight, lightweight, middleweight, etc. Also, put if its Airborne or stuck on the ground.
Heavy - 4 Mid-weight weapon slots, 2 heavy weapons. 3 small weapons (Pistols or blades). Four fixed armaments. Four equipment slots.
Middleweight - 2 Mid-weight Weapon slots, 1 heavy weapon, 2 small weapons. Two fixed armaments. Three equipment slots.
Lightweight - 1 Mid-weight weapon, no heavy weapons, 4 small weapons No fixed armaments, one equipment slot.
Keep in mind, the more weapons or fixed armaments and equipment you have, the slower you are.
Pilot: Who pilots this KLF?
Accommodation Cockpit style. Describe the controls. Is there a co-pilot seat? Are there machine parts that you move to control it? Or does it read motion, or is it controlled by brain signals? (Advanced only for the brain signal control or motion reading control) Does the KLF have a Compac drive slot?
Appearance: Describe how the KLF looks.
Weight: How heavy the KLF is, and how much weight it can carry.
Power type: Your focus in combat. Taking damage, long range, speed, dodging, etc.
Equipment: Special features and equipment of your KLF. This includes boosters, barriers, anything besides a weapon. Your ref board or ref skis count.
Fixed armaments: Weapons that don't detach from your KLF. This could be a cannon on the shoulder, missiles built into your KLF, etc.
Weapons: Weapons your KLF carries or has with them normally. These can be stored in slots, or carried.
LFO Stats
KLF Stats:
Your KLF's tier ranking matches your characters ranking, the skill levels are the same as your character's. KLFs grow stronger with their pilots, using technology to amplify the character's spiritual and mental abilities and this enhances the mech's performance based on how strong the character is. However, there are some things listed below that you can't improve with spiritual powers. These KLF stats can be upgraded with special parts gained from events, or upgrades you can buy.
Artificial Muscle: The amount and quality of your KLF's artificial muscle. All KLFs include artificial muscle, although its not very complex in most cases since it is expensive to produce. This determines the strength of your KLF's movements, and how hard it can hit things.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200. Heavy KLF get +50 to artificial muscle. Medium KLF get +25.
Armor Strength: How strong your KLF is. This determines how well you can take a hit.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200. Heavy KLF get +50 to armor strength. Medium KLF get +25.
Boosters and Aerodynamics: Determines how fast your KLF moves and how strong its boosters are. Also determines how easily you move in the air.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200. Heavy KLF get - 50 to boosters and aerodynamics. Lightweight KLF get +25.
Computers and Electronics: Determines how much your KLF's technology enhances your brain function, and how well the KLF synchronizes with your thoughts and motions. This also determines how fast your KLF's reflexes may be and how complicated your motions can be, so this also determines how skilled you are with weapons and how skilled you are at evasion when piloting your KLF. This is also a representation of how fast and advanced your KLF's computers are. A stat of 500 equals advanced artificial intelligence and perfect synchronization, and its as far as technology can go.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200.
Spirit Booster: Determines how much your KLF boosts your spiritual powers. This determines whether or not you can use your spiritual powers in your KLF, and how strong they are when using the KLF. This also determines your KLF's defense against spiritual abilities.
If this stat is lower than 150, you cannot use your spiritual powers in your KLF. If this stat is higher than 150, you can use your spiritual powers in your KLF. At a level of 200, spiritual powers used in the KLF are greatly amplified, allowing you to use them skillfully and effectively in combat.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200.
[center][b]KLF[/b][/center]
[b]Name of KLF:[/b] The KLF's name or number.
[b]Model:[/b] Normal, Advanced, Extremely Advanced
[b]Type:[/b] Heavyweight, lightweight, middleweight, etc. Also, put if its Airborne or stuck on the ground.
Heavy - 4 Mid-weight weapon slots, 2 heavy weapons. 3 small weapons (Pistols or blades). Four fixed armaments. Four equipment slots.
Middleweight - 2 Mid-weight Weapon slots, 1 heavy weapon, 2 small weapons. Two fixed armaments. Three equipment slots.
Lightweight - 1 Mid-weight weapon, no heavy weapons, 4 small weapons No fixed armaments, one equipment slot.
Keep in mind, the more weapons or fixed armaments and equipment you have, the slower you are.
[b]Pilot:[/b] Who pilots this KLF?
[b]Accommodation [/b] Cockpit style. Describe the controls. Is there a co-pilot seat? Are there machine parts that you move to control it? Or does it read motion, or is it controlled by brain signals? (Advanced only for the brain signal control or motion reading control) Does the KLF have a Compac drive slot?
[b]Appearance:[/b] Describe how the KLF looks.
[b]Weight:[/b] How heavy the KLF is, and how much weight it can carry.
[b]Power type:[/b] Your focus in combat. Taking damage, long range, speed, dodging, etc.
[b]Equipment:[/b] Special features and equipment of your KLF. This includes boosters, barriers, anything besides a weapon. Your ref board or ref skis count.
[b]Fixed armaments:[/b] Weapons that don't detach from your KLF. This could be a cannon on the shoulder, missiles built into your KLF, etc.
[b]Weapons:[/b] Weapons your KLF carries or has with them normally. These can be stored in slots, or carried.
[center][b]LFO Stats[/b][/center]
[center][b]KLF Stats:[/b][/center]
Your KLF's tier ranking matches your characters ranking, the skill levels are the same as your character's. KLFs grow stronger with their pilots, using technology to amplify the character's spiritual and mental abilities and this enhances the mech's performance based on how strong the character is. However, there are some things listed below that you can't improve with spiritual powers. These KLF stats can be upgraded with special parts gained from events, or upgrades you can buy.
[u]Artificial Muscle:[/u] The amount and quality of your KLF's artificial muscle. All KLFs include artificial muscle, although its not very complex in most cases since it is expensive to produce. This determines the strength of your KLF's movements, and how hard it can hit things.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200. Heavy KLF get +50 to artificial muscle. Medium KLF get +25.
[u]Armor Strength:[/u] How strong your KLF is. This determines how well you can take a hit.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200. Heavy KLF get +50 to armor strength. Medium KLF get +25.
[u]Boosters and Aerodynamics:[/u] Determines how fast your KLF moves and how strong its boosters are. Also determines how easily you move in the air.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200. Heavy KLF get - 50 to boosters and aerodynamics. Lightweight KLF get +25.
[u]Computers and Electronics:[/u] Determines how much your KLF's technology enhances your brain function, and how well the KLF synchronizes with your thoughts and motions. This also determines how fast your KLF's reflexes may be and how complicated your motions can be, so this also determines how skilled you are with weapons and how skilled you are at evasion when piloting your KLF. This is also a representation of how fast and advanced your KLF's computers are. A stat of 500 equals advanced artificial intelligence and perfect synchronization, and its as far as technology can go.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200.
[u]Spirit Booster:[/u] Determines how much your KLF boosts your spiritual powers. This determines whether or not you can use your spiritual powers in your KLF, and how strong they are when using the KLF. This also determines your KLF's defense against spiritual abilities.
If this stat is lower than 150, you cannot use your spiritual powers in your KLF. If this stat is higher than 150, you can use your spiritual powers in your KLF. At a level of 200, spiritual powers used in the KLF are greatly amplified, allowing you to use them skillfully and effectively in combat.
Normal KLF starts with 100, advanced is 150, Extremely advanced is 200.