OOC Thread

Sherwood

Luna's Concubine
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@Sherwood, please edit this post to include any OOC information


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I am waiting for the tabs I requested to be processed, then I'll post the character templates and mecha that you'll be using.
 
The Character Templates are in the Neutral Characters tab. Pick one that you like and copy it over to the main Character thread with a name, picture if you would like, and some idea on the personality of the person.
 
The Items tab has a bunch of your mecha and some of the starships that you'll be dealing with. As I keep editing and adding stuff to that, I'll eventually have some pictures of the mecha for you to look at and refer to. It always helps me out to be able to see what it is that I'm reading about.
 
Sherwood said:
The Character Templates are in the Neutral Characters tab. Pick one that you like and copy it over to the main Character thread with a name, picture if you would like, and some idea on the personality of the person.
What if we don't understand any of those character sheets?
 
Then I roll my sleeves up to do my teacher role.


The stats are:


Iq - Intelligence Quotient: A score above 16 gives you a one time bonus on your skill percentages


Me - Mental Endurance: Resistance to psionics and mental stresses


Ma - Mental Affinity: Your ability to instill trust or to intimidate a person


Ps - Physical Strength: Raw physical power. A high Ps stat does extra damage in Hand to Hand combat


Pp - Physical Prowess: Dexterity. A high Pp gives bonuses to Strike, Parry and Dodge


Pe - Physical Endurance: Basic constitution and base hit points


Pb - Physical Beauty: How good looking you are


Spd - Speed: How fast you can run


A average human has his/her stats in the 11-13 range. Your stats are determined by rolling 4d6 and taking the top three. If they equal a 16-18, you get to add another d6 to the roll. If that bonus die is also a 6, you roll another d6, making it possible to have a score starting out of 30. I had one character get that, and I put that into Iq for that particular fellow.


Hit Points and SDC - SDC is Structural Damage Capacity, and it represents your non-lethal damage that you take before you dip into hit points. Once you get to hit point damage, you are getting into some serious hurt.


Strike, Parry, Dodge, and Roll with Punch. Combat is resolved using a d20. When you roll a to-hit, you add your Strike bonus into it, same for Dodge. Parrying a HtH attack negates the punch/kick. In ranged combat, some mecha come equipped with arm shields that you can use to block incoming fire with. Otherwise, you can sacrifice your arms to keep your main body from taking a hit. Rolling with the Punch can drop the damage of a punch or explosion by half. Does not work with blasters or bullets.


Most of your skills have a percentile to them. The max your percentile can get to is a 98%, since there is always a chance for failure. You want to roll under your skill percent to make your roll. Some skills, such as the MECT (Mecha Elite Combat Training) does not have a percent to them. You either are trained to operate the mecha in combat or you're not.


Does that help?
 
Since the intelligence Quotient in the Alpha pilots are above 16 and have a 10% bonus to all the skills, has that bonus been added to the skills already or do we have to do that?
 
Sherwood said:
Then I roll my sleeves up to do my teacher role.
The stats are:


Iq - Intelligence Quotient: A score above 16 gives you a one time bonus on your skill percentages


Me - Mental Endurance: Resistance to psionics and mental stresses


Ma - Mental Affinity: Your ability to instill trust or to intimidate a person


Ps - Physical Strength: Raw physical power. A high Ps stat does extra damage in Hand to Hand combat


Pp - Physical Prowess: Dexterity. A high Pp gives bonuses to Strike, Parry and Dodge


Pe - Physical Endurance: Basic constitution and base hit points


Pb - Physical Beauty: How good looking you are


Spd - Speed: How fast you can run


A average human has his/her stats in the 11-13 range. Your stats are determined by rolling 4d6 and taking the top three. If they equal a 16-18, you get to add another d6 to the roll. If that bonus die is also a 6, you roll another d6, making it possible to have a score starting out of 30. I had one character get that, and I put that into Iq for that particular fellow.


Hit Points and SDC - SDC is Structural Damage Capacity, and it represents your non-lethal damage that you take before you dip into hit points. Once you get to hit point damage, you are getting into some serious hurt.


Strike, Parry, Dodge, and Roll with Punch. Combat is resolved using a d20. When you roll a to-hit, you add your Strike bonus into it, same for Dodge. Parrying a HtH attack negates the punch/kick. In ranged combat, some mecha come equipped with arm shields that you can use to block incoming fire with. Otherwise, you can sacrifice your arms to keep your main body from taking a hit. Rolling with the Punch can drop the damage of a punch or explosion by half. Does not work with blasters or bullets.


Most of your skills have a percentile to them. The max your percentile can get to is a 98%, since there is always a chance for failure. You want to roll under your skill percent to make your roll. Some skills, such as the MECT (Mecha Elite Combat Training) does not have a percent to them. You either are trained to operate the mecha in combat or you're not.


Does that help?
Questions:


1) Are stats rolled down the line, or is the array rolled for then distributed?


2) How is a harder skill check handled?
 
[QUOTE="Detective Rascal]How much, writing wise, are you looking for behind the personality for the profile?

[/QUOTE]
Not much is needed, just give me an idea of what kind of person you are playing. While I do wish you to avoid playing evil characters, are you more a Han Solo type, looking out for himself? Or are you more along the lines of a hero, doing the right thing no matter what?

vinom said:
Questions:
1) Are stats rolled down the line, or is the array rolled for then distributed?


2) How is a harder skill check handled?
1. When stats are all the same number of d6s, I let the players roll them in a bunch then plug them into the spot they want.


2. Going straight by the rules, the best you can ever get in a skill is a 98%. However, I do want you to keep track of your bonuses above that to be able to counter skill minuses in the future. So, if you have a Computer Programming of 120% and are working on a alien machine, the minuses I assign to you will go against the 120% you have, not just the 98%.
 
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Are there any degrees of sucesses. like if I have a skill oh 98%, is it better to roll a 01, an 88, or a 95?
 
The lower you roll, the better your margin of success will be. Rolling that 01 means you made it look easy, and might even get some bonuses to other rolls. The 95 means you just barely scraped by, but it still counts as a success.
 
Ah, so margin under skill is degree of success. That works.


When in the time line of the series is this game taking place?
 
Right after the first series where the Zentraedi attack. The UEEF fleet has just left Earth to go to Tyrol to negotiate a peace treaty between Humanity and the Robotech Masters. At this point in the game you have not yet run into the Invid.
 
You are on a different ship, but yes, right about that time period.
 
You are going to be a squadron of VF pilots. For your non-VF flight time, depending on your skills, you will have duty shifts onboard the vessel doing various tasks.
 
Hmm, a VF pilot with enough mechanical and ship engineering knowledge to use the mech as a tool in hull repairs would be rather useful to the ship.
 
Depending on which character you pick. The Beta pilots have some basic repair skills. Or you can go with a communications tech with Alpha 2. The Military Specialists are good candidates for MPs, and the Field Scientist is a shoe in for medical work.
 
I sent a poke to a few other players that might be interested in this. If they don't join in, I'll add an NPC to make a three man squad. I'll probably end up making an NPC no matter what; just depends on what characters are taken by everyone.
 
Sherwood said:
Depending on which character you pick. The Beta pilots have some basic repair skills. Or you can go with a communications tech with Alpha 2. The Military Specialists are good candidates for MPs, and the Field Scientist is a shoe in for medical work.
What if I want something more focused in physics and engineering, hard sciences.
 
I can put up a Science Officer with less focus on the medical and more hard science skills; stat-wise it would be the same as the Field Scientist already up, just with a few different skills.
 
A few new character options are now up: two Zentraedi and a Science Officer/Navigator.
 

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