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Eadric Braidwood

Kaerri

Dannigan's Lady
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  • Character info
    Name: Eadric Braidwood
    Call sign: ??
    Experience Level: 10
    O.C.C.: Marine Technical Officer (Expeditionary Force Marines sourcebook)
    M.O.S. #1: STORM Team Basic Training
    M.O.S. #2: Extraterrestrial Affairs Liaison
    Rank: Lieutenant
    Alignment: Principled

    Screenshot 2021-11-03 223026.png
    Image created via artbreeder.com

    Age: 28
    Sex: Male
    Disposition: Curious, friendly, warm, open-minded
    Height: 5'11" / 1.8 m
    Weight: 170 lb / 77.1 kg
    Hair: Blond
    Eyes: Hazel-brown
    Ethnic Origin: Human
    Personal Hobbies: Astronomy, word and/or number puzzles, reading, running, poetry, swordfighting

    Special Aptitude: Natural Veritech Ace
    +5% to Pilot Veritech skill and +7% to Specialty Veritech Piloting (one specific Veritech which the character pilots better than any other; his or her favorite). Also +1 on Perception Rolls, +1 to dodge and +1 to roll with impact when piloting any type of transformable mecha.
    -- Specialty Veritech: Ajax

    Attributes
    Charismatic: I.Q. 16 (18), M.E. 14, M.A. 23, P.S. 12, P.P. 19, P.E. 13, P.B. 15, Spd 15.
    OCC bonuses: +1 ME, +1d4 MA (rolled 3)
    Skill bonuses: +5d4 Spd (rolled 15), +2 PE (Forced March), +1 PE (Running), +1 PS (Athletics), +1d6 Spd (rolled 4) (Athletics), +1d8 SDC (rolled 8) (Athletics), +2 PS (Bodybuilding & Weight Lifting)
    Aikido bonuses: +4 ME, +2 PP
    HEMA bonuses: +1 ME, +2 PE, +1 PP, +1 PS, +10 SDC
    Points spent:
    Level 2 - IQ
    Level 3 - PB
    Level 4 - MA
    Level 5 - IQ
    Level 6 - PP
    Level 7 - MA
    Level 8 - IQ (max)
    Level 9 - PP
    Level 10 - MA (max)
    IQ 21 +7% to all Skills
    ME 20 +3 save vs. psionic attack, +3 vs. insanity
    MA 29 96% trust/intimidate
    PS 17 +2 to hand-to-hand combat damage
    PP 24 +5 parry/dodge bonus, +5 to strike
    PE 18 +6% save vs. coma/death, +2 save vs. poison
    PB 16 30% charm/impress
    Spd 34

    Perception: +9
    = +3 IQ +2 (OCC) +3 Awareness skill +1 Cryptography skill

    Hit Points: 54
    SDC: 55
    Action Points: 10
    Bonus action points:

    Initiative: +2 = +2 Aikido
    Number of Attacks: 4

    Strike: +7
    = +5 PP +2 Aikido
    Pull punch: +5 = +5 PP
    Body flip/throw: +10 = +5 PP +5 Aikido
    - Automatic flip/throw
    - Body flip/throw does 2d6 extra damage instead of 1d6
    - Critical body flip/throw on natural 18-20 (double damage) (Aikido)
    Holds/locks:
    - automatic finger lock
    - automatic wristlock
    - automatic elbow lock
    Hand attacks:
    - Knife Hand Knock-Out (on opponent controlled with joint lock, normal strike roll, does no damage, knocks out opponent for 2d4 rounds)
    Foot attacks: kick attack
    Hand-to-hand damage +4 (P.S. bonus plus HtH) = +2 PS +2 Aikido

    Parry: +10 = +5 PP +1 Athletics +4 Aikido
    - Automatic Parry
    - Circular Parry
    Dodge: +10 = +5 PP +1 Athletics +4 Aikido
    - Multiple Dodge
    - Automatic Dodge
    Disarm: +7 = +5 PP +2 Aikido
    Roll with impact: +5 = +1 Athletics +4 Aikido
    Breakfall: +10= +5 PP +5 Aikido

    Double-up (Special! HEMA Fencer can combine the bonuses of two Weapon Katas if they are compatible. For example, Way of the (big) Knife with Way of the Sword and Dagger). +1 to Disarm/Feint.
    Initiative: +0 = no bonuses
    Number of Attacks: 7

    Strike: +8
    = +5 PP +3 HEMA
    - Critical Strike from Behind
    - +1 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +8 = +5 PP +1 Athletics +2 HEMA
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +6 = +5 PP +1 HEMA
    - +4 to rolls against being disarmed
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Archery (2nd level, taken at HEMA level 8): +1 Strike, +1 Parry with bow
    Initiative: +1 = +1 B/CB
    Number of Attacks: 7

    Strike: +9
    = +5 PP +3 HEMA +1 B/CB
    - Critical Strike from Behind
    - +1 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Hobble: Successful Called Shots to an opponent's legs reduce the Speed of the target by 1/2 for 1d4+2 Actions. Successful Strike followed by a Save vs. Pain at 14+ to avoid reduction in Speed. Further Hobbles extend duration.
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +8 = +5 PP +1 Athletics +2 HEMA
    - Automatic Parry
    - Circular Parry
    Dodge: +8 = +5 PP +1 Athletics +1 HEMA +1 B/CB
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +6 = +5 PP +1 HEMA
    - +4 to rolls against being disarmed
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Blunt (level 9, taken at HEMA level 1): +4 Strike/Parry, +1 Strike when thrown
    Initiative: +0 = no bonuses
    Number of Attacks: 7

    Strike: +12 (+9 thrown)
    = +5 PP +3 HEMA +4 Blunt (+1 thrown)
    - Critical Strike from Behind
    - +2 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    - Head-ringer: Hit with end of weapon for 1d6+1 damage, may Stun opponent for 1 action (save vs. pain at 14+ to avoid Stun)
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +13 = +5 PP +1 Athletics +2 HEMA +1 C/M/A +4 Blunt
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +7 = +5 PP +1 HEMA +1 C/M/A
    - +4 to rolls against being disarmed
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Chain (level 3, taken at HEMA level 7): +2 Strike, -3 Strike when thrown
    Initiative: +0 = no bonuses
    Number of Attacks: 7

    Strike: +10 (+6 thrown)
    = +5 PP +3 HEMA +2 Flail (-2 thrown)
    - Critical Strike from Behind
    - +1 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Indirect Strike: As long as the HEMA practitioner has Initiative, the Defender takes a -2 to Parry.
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP
    Parry: +9 = +5 PP +1 Athletics +2 HEMA +1 Flail
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +7 = +5 PP +1 HEMA +1 Flail
    - +4 to rolls against being disarmed
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Knife (level 10, taken at character level 1): +4 Strike, +4 Parry, +4 Strike when thrown
    Initiative: +0 = no bonuses
    Number of Attacks: 7

    Strike: +11 (+11 thrown)
    = +5 PP +3 HEMA +4 Knife (+4 thrown)
    - Critical Strike from Behind
    - +1 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +11 = +5 PP +1 Athletics +2 HEMA +4 Knife
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +7 = +5 PP +1 HEMA +1 Knife
    - +4 to rolls against being disarmed
    - Disarm Retrieval: slash at opponent's wrist as part of a disarm. If successful, take opponent's weapon. Must have one hand free.
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Sword (level 9, taken at HEMA level 1): +4 Strike, +3 Parry, +2 Strike when thrown
    Initiative: +1 = +1 SS/R
    Number of Attacks: 7

    Strike: +12 (+10 thrown)
    = +5 PP +3 HEMA +4 SS/R (+2 thrown)
    - Critical Strike from Behind
    - +1 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    - Lunge:
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Lunge: Initiative total must be higher than opponent's; add +1 to Strike/Damage with slashing/piercing attacks.
    Cloak Toss: throw cape at opponent; successful Strike Blinds opponent for 1d4+1 actions; lose cape.
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +11 = +5 PP +1 Athletics +2 HEMA +3 SS/R
    - Automatic Parry
    - Circular Parry
    - +1 parry when using cloaks/capes in offhand
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +6 = +5 PP +1 HEMA
    - +4 to rolls against being disarmed
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    - +1 roll when using cloaks/capes in offhand
    Maintain balance: +5 = +5 PP
    W.P. Staff (level 4, taken at HEMA level 5): +2 Strike, +1 Parry
    Initiative: +1 = +1 Staff
    Number of Attacks: 7

    Strike: +10
    = +5 PP +3 HEMA +2 Staff
    - Critical Strike from Behind
    - +1 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    One-handed Stun: If higher initiative total, successful Strike: 1d6+1 damage and may Stun opponent for next action. Save vs. Pain at 14+ to avoid Stun. Not usable at close range.
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +9 = +5 PP +1 Athletics +2 HEMA +1 Staff
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +6 = +5 PP +1 HEMA
    - +4 to rolls against being disarmed
    Roll with impact: +4 = +1 Athletics +2 HEMA +1 Staff
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Shield (level 6, taken at HEMA level 4): +3 Strike, +2 Parry
    Initiative: +0 = no bonuses
    Number of Attacks: 7

    Strike: +11
    = +5 PP +3 HEMA +3 Sword/Shield
    - Critical Strike from Behind
    - +1 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Shield-Knock: Hit with rim of shield for 1d6+1 damage and may Stun opponent for their next action. Save vs. Pain at 14+ to avoid Stun.
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +10 = +5 PP +1 Athletics +2 HEMA +2 Sword/Shield
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +6 = +5 PP +1 HEMA
    - +4 to rolls against being disarmed
    Roll with impact: +4 = +1 Athletics +2 HEMA +1 Sword/Shield
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Spear (level 1, taken at HEMA level 9)
    Initiative: +1 = +1 Spear
    Number of Attacks: 7

    Strike: +9
    = +5 PP +3 HEMA +1 Spear
    - Critical Strike from Behind
    - +2 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Spear-aided takedown - use W.K. Spear bonuses in any attempts to Body Flip/Throw the opponent.
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +8 = +5 PP +1 Athletics +2 HEMA
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +6 = +5 PP +1 HEMA
    - +4 to rolls against being disarmed
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    Maintain balance: +5 = +5 PP
    W.P. Paired Weapons (level 7, taken at HEMA level 3): no numerical bonuses
    Initiative: +0 = no bonuses
    Number of Attacks: 7

    Strike: +9
    = +5 PP +3 HEMA +1 Two-Swords
    - Critical Strike from Behind
    - +2 to damage
    - Critical Strike on a Natural 18, 19, or 20.
    Pull punch: +5 = +5 PP
    Hand-to-hand damage +0 (P.S. bonus plus HtH) = +0 PS
    Feint: Strike+1 vs. opponent's Perception; if successful, add +2 to damage that action; if unsuccessful, opponent adds +1 to defensive action of their choice)
    Twin Slash/Stab: +2 to damage (both weapons) when using Paired Weapons Strike.
    Hand attacks:
    - punch (1d6)
    - slap (glove optional) (1d4)
    - Handle/Pommel Strike (1d6+1)
    Foot attacks:
    - kick (d8)
    Jumping attacks: none
    Grabs/sweeps:
    - Body flip/throw: +5 = +5 PP

    Parry: +9 = +5 PP +1 Athletics +2 HEMA +1 Two-Swords
    - Automatic Parry
    - Circular Parry
    Dodge: +7 = +5 PP +1 Athletics +1 HEMA
    - Disengage (retreat quickly; successful Dodge roll forces a reroll for initiative)
    - Multiple Dodge
    Disarm: +6 = +5 PP +1 HEMA
    - +4 to rolls against being disarmed
    Roll with impact: +3 = +1 Athletics +2 HEMA
    - Automatic Roll
    Maintain balance: +5 = +5 PP

 
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9th Level:

+6 HP (per RP Points thread)
+1 to W.P. (Rifle, Energy Rifle, Energy Pistol, Handguns, Knife)
MECT -- Added under Mecha tab
Skill bonuses
Martial Arts (+1 attack/melee, +2 roll with punch/fall/impact)
+1 OCC Other skill - Holding for later
Attribute point: PP (total 23) -- No bonus change, no need to adjust skills etc.
Refresh Action Point pool (9)
 
10th level (104 XP):

1. +6 HP
+6 Technopathy points
2. MECT does not change at this time (next is level 12).
Martial Arts: Aikido
Martial Arts: Hema (from level 8 to level 9)
Level 10 - 94,961
HEMA taken at level 5.
Level 5 - 16,961
94,961-16,961=78,000
78,000 falls within the level 9 range.
WP does not level at this time (next is level 12).
3. Skill bonuses
4. +1 OCC Other skill
Note: Still holding +1 OCC Other skill from 9th level

4c. 1 new Secondary Skill: Bodybuilding & Weight Lifting
5. +1 Attribute point: MA (to 29) (3rd time)
6. Refresh Action Point Pool (10)
6b. No bonus action points at this time.

Will edit and strikethrough as these are added to sheet.
 
Last edited:

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