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Elinor Hall

Kaerri

Dannigan's Lady
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Roleplay Type(s)
Character Sheet

  • Character info
    Name: Elinor Hall
    Call sign: Bruce Leeanne
    O.C.C.: Veritech Pilot Officer (Shadow Chronicles main book)
    M.O.S.: Test Pilot (Macross Saga sourcebook)
    Rank: Lieutenant
    Alignment: Principled

    Elinor1.jpg

    Age: 23
    Sex: Female
    Disposition: Slightly less ego than the average fighter pilot, cool-headed under fire (whether that be enemy fire or a fire in the engine), and downright analytical when it comes to finding a solution to something that's gone wrong, she's quiet but equally intense out of the cockpit. "Work hard, play hard" might as well be her motto.
    Height: 5'7" (1.7 m)
    Weight: 140 lbs (65.5 kg)
    Hair: Light auburn
    Eyes: Deep green
    Ethnic Origin: Human
    Personal Hobbies: Fishing, tinkering with her mech, team sports (mainly all forms of volleyball and basketball, but anything full of action. Not so much baseball and other things that have regular long pauses or a slow pace)

    Special Aptitude: Extra MOS (Damage Control Corpsman)


    Attributes
    Experience Level: 8th
    Strong-willed: I.Q. 12 (18), M.E. 24, M.A. 13, P.S. 12, P.P. 19, P.E. 14, P.B. 15, Spd 14.
    IQ 22 +8% to all Skills
    ME 27 +6 to save vs psionic attack, +10 to save vs insanity
    MA 14
    PS 17 +1 to hand-to-hand combat damage
    PP 26 +6 to Strike, Parry, and Dodge
    PE 23 +16% save vs coma/death, +4 save vs poison
    PB 15
    Spd 17

    Perception: +2
    --Test Pilot M.O.S. bonus: +4 to Perception Rolls specifically for noticing technical, mechanical, and performance issues, flaws, glitches, bugs, and weaknesses with mecha, aircraft, and aerospace vehicles.
    -- Awareness, +2 to Perception when declared

    Hit Points: 50
    SDC: 23
    Action Points: 9/9
    Bonus action point: 1
    Diamond of Fate

    Initiative: +3 = +3 JKD
    Number of Attacks: 6
    Strike: +10
    = +6 PP, +4 JKD
    - +2 DMG from JKD
    Parry: +10 = +6 PP, +3 JKD, +1 Athletics
    --Automatic Parry (Jeet Kune Do)
    Dodge: +10 = +6 PP, +3 JKD, +1 Athletics
    Dodge while flying: +12 = +6 PP, +3 JKD, +1 Athletics, +2 Combat Flying
    --Automatic dodge while flying
    Roll with impact: +3 = +1 Athletics, +2 Gymnastics
    Roll with impact while flying: +6 = +1 Athletics, +2 Gymnastics, +3 Combat Flying
    Disarm: +5 = +5 PP
    Pull punch: +5 = +5 PP
    +2 to Body Flip/Throw

    Critical Hit on a natural roll of 17 or higher. (JKD)

    Hand-to-hand damage +3 (P.S. bonus plus HtH: Jeet Kune Do)

    Special (Jeet Kune Do): Eye-flick + Roundhouse combination (one Strike roll for both effects)
    Special (Jeet Kune Do): Way of the Intercepting Fist (Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack.)
    Special (Jeet Kune Do): Flying Side Kick does 4d6 damage and causes knockdown.

    While in the Valkyrie:
    MECT Valkyrie: +1 attack/round at levels 1, 3, 6, 9, 12, 15.) +2 initiative, +2 strike (punches, stomps, and kicks), +1 parry, +2 dodge, +1 disarm, +2 pull punch, +1 roll with impact
    Valkyrie: +1 Initiative, +2 Melee and Ranged Strike, +3 Parry, +3 Dodge, add+1 to auto-dodge while flying in fighter mode, +3 to roll with impact
    Initiative: +5 = +2 JKD, +2 MECT, +1 Valkyrie
    Number of Attacks: 9 (+5 JKD, +3 MECT)
    Ranged Strike: +11 = +5 PP, +3 JKD, +2 Valkyrie, +1 Weapon Systems
    Ranged Strike with GU-11 gun pod: +13 = +5 PP, +3 JKD, +2 Valkyrie, +1 Weapon Systems, +1 GU-11, +1 W.P. Rifle
    Missiles will have their own Strike which is generally 4 = +3 missile, +1 Weapon Systems
    Melee Strike: +12 = +5 PP, +3 JKD, +2 MECT, +2 Valkyrie
    - +1 DMG from JKD
    Parry: +13 = +5 PP, +3 JKD, +1 Athletics, +1 MECT, +3 Valkyrie
    --Automatic Parry (Jeet Kune Do)
    Dodge: +16 while flying = +5 PP, +3 JKD, +1 Athletics, +2 Combat Flying, + 2 MECT, +3 Valkyrie
    --Automatic dodge while flying
    Auto dodge while flying in fighter mode: +17 = +5 PP, +3 JKD, +1 Athletics, +2 Combat Flying, + 2 MECT, +4 Valkyrie
    Roll with impact: +10 while flying = +1 Athletics, +2 Gymnastics, +3 Combat Flying, +1 MECT, +3 Valkyrie
    Disarm: +6 = +5 PP, +1 MECT
    Pull punch: +7 = +5 PP, +2 MECT

 
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Leveling notes (moved from first post to this one for ease of scrolling):
Level 2:
-- 2nd-level O.C.C.-related skill: Weapon Systems
-- +1 to M.E.
-- +5 HP (yellow die + kitten-rubbing for the win!)
Level 3:
-- +1 to P.E. (added and updated)
-- +2 HP (added)
-- Skills leveled
-- WPs updated
-- Jeet Kune Do bonuses added, including Self-Knowledge
-- New OCC skill: Awareness
Level 4:
-- +2 HP (clearly, more kitten-rubbing is called for)
-- +1 to I.Q. (1% added to all skills)
-- Level bonus added to skill %
-- Jeet Kune Do bonuses added
-- New OCC skill: Mechanical Engineer

Rolling for level 4 hit points
 
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Level 5:
-- HP rolled and added
-- +1 to MA (added, no bonuses)
-- Level bonus added to skill %
-- MECT bonuses: none (next at level 6)
-- JKD bonuses added
-- New OCC skill: Weapons Engineer
 
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Level 6:
HP rolled: 2 (rolled yellow die in front of Dannigan) (added)
MECT bonuses: +1 attack/round (added)
JKD bonuses: Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage. (added)
-- Self-knowledge: Disarm (Can be used as a defensive move or can be done as a Strike during a hold, a joint lock, or during any one-handed grappling maneuver. Normally it counts as one melee attack/action. However, it can take the place of an automatic parry. Disarm does not give the weapon to the character making the disarm move.) (added)
Skill percentage level bonus (added)
New OCC skill: W.P. Rifle (added)
Attribute point: PP (raised to 24; +1 parry, dodge, strike) (added)
 
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HP (6, per Fat Gandalf's) added.

Level 7:
JKD bonuses added: Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
Skill bonuses added.
New skill: Undecided
Attribute bonus added: IQ (raised to 22, 1% added to all skills)

Level 8:
JKD bonuses: +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
Skill bonuses added.
New skill: Undecided
Attribute bonus added: PP (raised to 26, +1 added to parry, dodge, and strike)
 
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