Post by Merrick Baliton on Jul 15, 2024 16:45:52 GMT -6
Skills are the base physical traits about your character. They represent things like how strong of a fighter you are, how resilient to damage you, and quickly or athletically you can move. In Mighty Morphin’ Power Rangers: Fallen Grid, there are FOUR skills. These four skills are used to calculate all of your Statistics, or Stats, listed further below. It is important not to get the two confused. When a player creates their character, they begin with 30 points to spread among their Skills however they would like. Skills do have an upward cap, representing the mortal limitations of power. You may encounter god-like characters with stats higher than this, but since every character on Mighty Morphin’ Power Rangers: Fallen Grid, you may not increase any skill beyond 50 except in instances or with abilities that specifically state otherwise. If a trait, mastery, item, or technique says you may raise a skill, but does not specifically mention this cap, assume that the cap still applies.
Base Skills
Fighting: This represents your practical combat experience and knowledge of general Martial Arts. A high fighting skill can represent formal training at a dojo, an innate understanding of the body and its movements, a past of street fighting or even professional sports like boxing or wrestling.
Energy Power: This is your ability to manipulate the energy within and exercise fine control over that Power. A high Energy Power skill may indicate someone who has very little issues channeling energy for long ranged attacks in battle, keeping their form for an above average time, or a leader who is willing to charge into battle with a strategic plan.
Resilience: This represents your endurance, pain tolerance, and willpower. Resilience is the ability to keep going after taking a beating, so someone who is especially tough headed, or strong willed, will often have a high resilience skill. It may also represent being desensitized to pain by an extreme workout or training regimen. It could also represent some degree of natural armor or a unique body chemistry that increases your ability to soak a hit.
Reflexes: This is your awareness, coordination, and agility. A high reflexes skill may represent someone who is adept at flips, does parkour, was a sports star, dancer, martial artist, or skateboarder. It may also be an unusual intuition, getting a "weird feeling" that helps you avoid danger. It may also be a mental indicator, as someone who can out think an opponent, and thus, predict their moves in advance
Base Stats
Accuracy
This value is what you use to determine whether or not you hit a target. When attacking, roll a d100 and add in your Energy Control or Fighting skill values, depending on the type of attack used. You may also add miscellaneous modifiers from other effects such as Techniques, Traits, or Items.Melee Physical Attack Equation: 1d100 + Fighting Skill + Bonuses
Ranged Energy Attack Equation: 1d100 + Energy Power Skill + Bonuses
Defense
This value represents how likely you are to be hit by an attack; it is calculated by a base of 50 plus your Reflexes skill. An action’s “Accuracy” statistic(including its roll result) must meet or exceed your Defense value to hit you. Defense may also be increased by miscellaneous modifiers from other effects.Defense Equation: 50 + Reflexes Skill + Bonuses
Health Points (HP)
This value determines how much damage you can sustain before your character is incapacitated. This value is calculated as 50 plus your Resilience value and may be increased by modifiers from other effects. Once you reach 0 HP, your character may no longer fight, meaning you have “lost” the battle. Having 0 HP does not automatically mean that your character has been killed. There are many kinds of battles that do not result in death, and even in battles where death is an option, your opponent may choose not to kill an opponent at 0 HP!HP Equation: 50 + Resilience Skill + Bonuses
Morphing Pool (MP)
This value represents your energy reserves and is the primary resource for performing techniques. Your base Morphing Pool value is 100 and may not be restored beyond this during battle unless you possess certain traits or items that increase your base MP value. You begin each battle with a full MP pool. When you reach 0 MP, you become Exhausted. While Exhausted, your base PL is decreased by 50% and you cannot use any Standard Actions on your turn. Passive regeneration of MP from class traits or traits is not active when you are exhausted. You are no longer Exhausted when your MP goes above 0.Damage Reduction (DR)
An abbreviation of “Damage Reduction”, this value determines how much damage you reduce from incoming attacks. DR is applied per-opponent rather than per-attack, except in cases that specify otherwise; you may apply DR only once per turn, per opponent. For example, if you were going to take 20 damage from a single opponent and possessed 5 DR, you would instead take only 15 damage from that opponent during that turn.Battle Power